├── shaders
├── .gitignore
├── glsl
│ ├── 265058E91A2A1B2CC6BCAFE6191CCD27DE7A51B7.glsl
│ ├── 2DAF3A45EC786EE905FE544BE0F7A33F783D1E21.glsl
│ ├── 53FCE0EAF1AC45CFDB38B96AE0D04231AE6D7ECB.glsl
│ ├── 73CD76D91384F3BE5EF3ACEE9BDBE225D8C47B60.glsl
│ ├── C0543F3B0EAA19D9FE905B5A846E0F8EAF8001E2.glsl
│ ├── 07BADD7D2E53D1F720D93060DDC4E3AD16763AC6.glsl
│ ├── 42E6DDDD93421CF84C285A6E10F2833823466C8D.glsl
│ ├── 500505ED7889E31AA79A433A6FD1CB9D5122B1F0.glsl
│ ├── 579E6E6AEF616C98C755DFBB944A41720E2A92CC.glsl
│ ├── 7453B07EA4B59FEB98C29C691B68194B093215A1.glsl
│ ├── 88DCAF448218260D8B77F0DFCD17FFFA0B83B90B.glsl
│ ├── AEFCFA6C9F00452BDC1B6AE238850F74797D8355.glsl
│ ├── F282E250140044D450E4D86293FDF85D1DA4BFA6.glsl
│ ├── FA3BA69204DE21627F6CE26C717FA65242B2E0EC.glsl
│ ├── 111C3DA2B3F51763B96272FB77741F76A8350229.glsl
│ ├── 1F1CE7C1F1A1B540ABAE978023162C94D52F79F1.glsl
│ ├── 2EE731190D211E1F09CCEE91D4A9FEDA5B34C624.glsl
│ ├── 35ABCC15044E214D3505049F8B3AC83CFE8525F0.glsl
│ ├── 3759F2A25BBB2404BADED20708AA90CC4D8FAB04.glsl
│ ├── 43E974354816762694C4D25D246C4F4D86F24C82.glsl
│ ├── 630FA91CA629C0D527257EE0E8D2D206650AF802.glsl
│ ├── 7711D58F5CCA8E110FD5135082560093D2AE0618.glsl
│ ├── 98958E5B117D78BBEA49CFAE6DBBF779A8095929.glsl
│ ├── A25A7C3DCF516B36A9182C67BDD7DB2ED972A039.glsl
│ ├── B18FAF175F67CF26A72CB991E3225CF7796D2DCD.glsl
│ ├── C224BC56763B2BBAB8BF6EC712B3920E7EE8575F.glsl
│ ├── D182C1157223B786AAB0AAF92BF37A5984490390.glsl
│ ├── F2BEC7049F5C384F7AE07DBFCDDAACA637BBEAA7.glsl
│ ├── F3DE4A3934669F5D60D127DEA53EE9F72B1CC643.glsl
│ ├── DD4E69725396B90F3F21D857B71CBD859F709486.glsl
│ ├── FD121921DD5E7596477EFE3A60EFBEC7FD638776.glsl
│ ├── 18305AA17F0382C16FF015340C66C08D0DFD04C0.glsl
│ ├── 2E9FD39D7ECB8A7B3238AC543F53B09DAB7E031D.glsl
│ ├── 5908CD9391DA1D6B39692C6FAB75AB9C000C8A00.glsl
│ ├── 7061AB5EDBFF5EF0FF0196A229C2A264E9AC1EA8.glsl
│ ├── 808BEB642B8C68799C8C9FF4DDBEE1E01DE895E6.glsl
│ ├── 851EDCB95BA9B2094184DF276B134921601C4A98.glsl
│ ├── 96C833ACC78662E0B19F4F6AE0A05B7252647561.glsl
│ ├── A9D71B680431D4F62BBF412007E67504DCE8FF6C.glsl
│ ├── C10A3B1F7752376C557355296CEE024637B1BA43.glsl
│ ├── DE72DEDC525B1222F12E31C5C184BB58921485BA.glsl
│ ├── E71DC5A3C13A08ADC1102D2098FCA159003246E6.glsl
│ ├── 5583C7ECE74F65E42F2C713D0F2F2DFFC7AAC718.glsl
│ ├── 9BAB93F81E878BE8EEEBC9681FB0C9016262EB41.glsl
│ ├── B5F75774CF27E297840733EC569C3890449CE1D7.glsl
│ ├── F3592AC281EBF5D60EF5D74BA449791C1EE238B0.glsl
│ ├── 0285220332BF1E41FD3A2122D16CC04704B943DB.glsl
│ ├── 282C6A3FF848CC620358EBDC1659E4C27ED138FB.glsl
│ ├── 32F8E74D71750B542858595686FE6E0321AFB498.glsl
│ ├── 3346C20117C640D88D4ADD371557B981A164C52C.glsl
│ ├── 42AAE04CA93F4A13FBFE8A88596224FDA4B8B570.glsl
│ ├── 54855E2A980DCA908DD214507AC3229BD1483E59.glsl
│ ├── 64D2BB9928E92A1ED5FB82085B9946A0D65BEE38.glsl
│ ├── 748F3BF49B27B4D6123710380761AED53C02FD1C.glsl
│ ├── 8E8CD80869D5337C34E7171BED89A6E63E8C2906.glsl
│ ├── AE0250395FC4F8C0F6A26C8C7A85B16D807875BF.glsl
│ ├── B10C3AE3128ED910041C8AAC95D2F750056FFE01.glsl
│ ├── C61D2874234FDF097508922CE95E52E7876DC006.glsl
│ ├── D01DB7FF50CD729F3D814EBCE13E2FCF5F342C01.glsl
│ ├── FC72D2CBA74E8CF234162BEFDE8D53DC9A306D2D.glsl
│ ├── 13C1C6E2B9D4E034D2878B1BCD29127CDCB67352.glsl
│ ├── 1877CE53D9EC067CF82F7BD679AB63F3A0CD88BF.glsl
│ ├── 25C51DE740DAA9D7699EF960D64B273A76580377.glsl
│ ├── 2915ABCCA223C0090ADC48F3AA9A1C6889045923.glsl
│ ├── 47458AA4841D6D836E400E96FF0B92DB91516BA8.glsl
│ ├── 653D63AEFB66BF9F30E351CBBD0015E487AF6F80.glsl
│ ├── 844B9F6A529F58B0E48DEF07FE1C4FEB28F3BE66.glsl
│ ├── 91CEFDAEDE1B1074FEF8B081F03FAC793EF61CEB.glsl
│ ├── F3CF5EE07A400922585601FBD0637678EE9B55D8.glsl
│ ├── D9F2D657B43841E7C81D90303A5A1BB24E9222F7.glsl
│ ├── 058D6BDC09C95AD0522046F619F3FF2C5C974028.glsl
│ ├── 0D02ABDA6625831EADDE6B9DCBC6FCDD8420EF4D.glsl
│ ├── 12DF7F22A6B4C2CAE5470E21D3E13DBA2C53BB3E.glsl
│ ├── 2492F641A8323EE569FBC64B641BB3D6FDE92A3F.glsl
│ ├── 32169D73096DCDA3D8A2A936CC379792FDC9A2A3.glsl
│ ├── 5B642FA5F9D1832F014F0A457CF6B018FB20737B.glsl
│ ├── 616CA959C365BCC52AD2CBFF604EB86FB787B6F5.glsl
│ ├── FB966126342052BEB29434FEBFACD4C884B4E9B1.glsl
│ ├── 2A7FF9F7A8E7928F80DC00DB982DDF4F2367AF2B.glsl
│ ├── 370301906C9BC2A1E7A2F46AB9E5E4EA7D297560.glsl
│ ├── 54A25F19715A212548CB69EA07AFDD1A5D473A9B.glsl
│ ├── 93797C006BA2DD39B5F8C2AA6FF3344396152E6F.glsl
│ ├── D1D3895A4C2FF6F02A451425BB18454B4B553F78.glsl
│ ├── D5D5E9B289C9A865D704BD48ECB4C6172D0AC867.glsl
│ ├── D903AB87E45B1A6B3BD4FB6BF3109D4E7E01E959.glsl
│ ├── D6AAC0DC1CA7A6DAF9F2A269EB647400620B8D33.glsl
│ ├── FB5906CEFF82A2118B586855AE31EDF7CEDE2E17.glsl
│ ├── 05242599784EEFCC4D9951838D6ACEADF0A22EDB.glsl
│ ├── 2EB0406BE8FAF91715917724F84C503B40252516.glsl
│ ├── A771F61F87D91CDB48D89E7E2199E8BF54BDCCFC.glsl
│ ├── 1587ECAE08230AADAF876CBA39751B7F1E102AF7.glsl
│ ├── 342903458C5FDA96C42EC7EDDCA3E22883A597A4.glsl
│ ├── D2C0FC9C896A666FFCC52ECA47B9BDDD7E851E7A.glsl
│ ├── 9114FCA5A684AC720167A108582257838628752D.glsl
│ ├── B09730E64178BE520BCAEAB5A90831045F44DCB7.glsl
│ ├── C3D9A654237C5C579B4FE853E280EE31CB7FF668.glsl
│ ├── 3C5B11A337547CB9B7FF13E4177532E8CE2B6E3A.glsl
│ ├── 22D0EE00B7100F13BD1AF0B40097010B39B9C9AE.glsl
│ ├── 74935803B7E52251921542C6BCDBD096E9C3CDE8.glsl
│ ├── 02E98D7A6AE701BD1DEA9FEABB12BB59D2A1D29C.glsl
│ ├── 84256C21676DF1A1810515E34067C3587FCCCB24.glsl
│ ├── C95A74A65217C382D71A5B1A87EC04DAD0DB7D7A.glsl
│ ├── 516D26BE9D84FD151608A5B8DB813C01688299EF.glsl
│ ├── 80ADA5CF271FC2708853879E7C557D0F2A1E6081.glsl
│ ├── F0971D47248F64A868108F9A034E90E20FB0C6A1.glsl
│ ├── C40AF8C3D0FF2230E4907A810521FCE729E2FFF6.glsl
│ ├── 215F002BDA668CC18E43B16F8D86ED99BEBD5DEF.glsl
│ ├── 39FCB73148851B7AA84C3B74D3EEC5414D512636.glsl
│ ├── D2B901EA221A6A10BB1E9DADE6239B731F801846.glsl
│ ├── 854E7B027E568FFC67CC53BBE188CA164C785CE5.glsl
│ ├── 6CA96C48C3A2F6B08E0BA10FFE850A774CB50151.glsl
│ ├── 6C2B9FC890E5530BC48CF8F85045D4B0301E8391.glsl
│ ├── 027CD40636AD8A050166F97BA9960BD723B9FABF.glsl
│ ├── 5C0B647D52957FFCC57DB676042AC44FB8C13B90.glsl
│ ├── E269C9F4925272A49221628E19F460B7F473EB83.glsl
│ ├── 72B3FE7B31E416C019D4104DB85E955385BD475F.glsl
│ ├── BA27B443D0A404D8C451EC04083DE00E710CB2E8.glsl
│ ├── A5609AD53F829CC74C5159473639A3DB468367AF.glsl
│ ├── 3BB29B057CF9C262CC8999025E52C79793E6691B.glsl
│ ├── DCD1DBD70BC96917BF9A985C9AFD1AED35FDC28E.glsl
│ ├── 6E21224021CB11F89E9E713E76AAA474E2CF943B.glsl
│ ├── 7CCA7577E6A09ABC8C88E4DFE089B9EEB8406087.glsl
│ ├── 2E48A68A721D385FEFE7DAA7F1B3B8B090E98637.glsl
│ ├── 9F4F668C7715C955E680407795452E5B18DF6D30.glsl
│ ├── B02D045DCE2C27771DF3F96BB0CCBC1DC7EA6D2D.glsl
│ ├── 02E2224C93BE494DDE41808058954A6B72760B24.glsl
│ ├── C8ECA31BC238A01730DB4AAC278CCE5BC7318281.glsl
│ ├── common
│ │ ├── common_shader_17.glsl
│ │ ├── common_shader_18.glsl
│ │ ├── common_shader_7.glsl
│ │ ├── common_shader_16.glsl
│ │ ├── common_shader_4.glsl
│ │ ├── common_shader_14.glsl
│ │ ├── common_shader_8.glsl
│ │ ├── common_shader_21.glsl
│ │ ├── common_shader_5.glsl
│ │ ├── common_shader_11.glsl
│ │ ├── common_shader_3.glsl
│ │ ├── common_shader_15.glsl
│ │ ├── common_shader_2.glsl
│ │ └── common_shader_19.glsl
│ ├── 551E79EC1CE283D98DDC13F5EA20A43F8BF48C5D.glsl
│ ├── 0D60B044FB5332BAC699DD4CFCFDD268C98F48BC.glsl
│ ├── 412FC0A6A3242B9864C98947946679C28D5DE90D.glsl
│ ├── 42C560E5CCFE7E6F8CC15EEFEAA65AA2BAEE175B.glsl
│ ├── 0D2665162A6833543970D2850CE4AFA4D9FE3C72.glsl
│ ├── BF648C749EC4C79A1D6DA27580A286569073CAAB.glsl
│ ├── B7AA541F2DE1F536A36427B4C88AA79E9B3B373F.glsl
│ ├── D6400621E30A0C5FAFC1BDA85B8066D4430027F4.glsl
│ ├── FC3467DD308D91CD0EE31632B4E536471B64F520.glsl
│ ├── 0D0FA314FC42DB4CEFAE7289ED85306E60F72E7C.glsl
│ ├── E920196A0695563A56F98225FA768B76BF11FD54.glsl
│ ├── 624CCEA9649A4C00413095FB70AC8E056421DFD5.glsl
│ ├── 73720BD1506ACB2FE9EAF75BE77F6B9A01D96091.glsl
│ ├── 520BB5DD777BD816155B4C699E4C3E0D24A2C6DE.glsl
│ ├── E3CBD9CA76BE36C4B55C282AAEDB22ABA569A67A.glsl
│ ├── E72E9D4CF0255BD41962A8EDB5AA60BAD2B97D18.glsl
│ ├── E592F65D1F59E1ED6F9501DE9059CD9A72072E2F.glsl
│ ├── B7252A5FD06CE55199B1647175A7CA19A5A10FBB.glsl
│ ├── A7F7F58D7E0420D99A9D20E69F409A69FB3B7C0E.glsl
│ └── FCECDB104D2D2EC5CA663A40B98C3C5089226572.glsl
├── cg
│ ├── 07BADD7D2E53D1F720D93060DDC4E3AD16763AC6.cg
│ ├── 265058E91A2A1B2CC6BCAFE6191CCD27DE7A51B7.cg
│ ├── 2DAF3A45EC786EE905FE544BE0F7A33F783D1E21.cg
│ ├── 42E6DDDD93421CF84C285A6E10F2833823466C8D.cg
│ ├── 500505ED7889E31AA79A433A6FD1CB9D5122B1F0.cg
│ ├── 53FCE0EAF1AC45CFDB38B96AE0D04231AE6D7ECB.cg
│ ├── 579E6E6AEF616C98C755DFBB944A41720E2A92CC.cg
│ ├── 73CD76D91384F3BE5EF3ACEE9BDBE225D8C47B60.cg
│ ├── 7453B07EA4B59FEB98C29C691B68194B093215A1.cg
│ ├── 88DCAF448218260D8B77F0DFCD17FFFA0B83B90B.cg
│ ├── 9BAB93F81E878BE8EEEBC9681FB0C9016262EB41.cg
│ ├── AEFCFA6C9F00452BDC1B6AE238850F74797D8355.cg
│ ├── C0543F3B0EAA19D9FE905B5A846E0F8EAF8001E2.cg
│ ├── F282E250140044D450E4D86293FDF85D1DA4BFA6.cg
│ ├── F2BEC7049F5C384F7AE07DBFCDDAACA637BBEAA7.cg
│ ├── FA3BA69204DE21627F6CE26C717FA65242B2E0EC.cg
│ ├── 1877CE53D9EC067CF82F7BD679AB63F3A0CD88BF.cg
│ ├── 2915ABCCA223C0090ADC48F3AA9A1C6889045923.cg
│ ├── 2E9FD39D7ECB8A7B3238AC543F53B09DAB7E031D.cg
│ ├── 808BEB642B8C68799C8C9FF4DDBEE1E01DE895E6.cg
│ ├── 851EDCB95BA9B2094184DF276B134921601C4A98.cg
│ ├── C10A3B1F7752376C557355296CEE024637B1BA43.cg
│ ├── DD4E69725396B90F3F21D857B71CBD859F709486.cg
│ ├── FB5906CEFF82A2118B586855AE31EDF7CEDE2E17.cg
│ ├── FD121921DD5E7596477EFE3A60EFBEC7FD638776.cg
│ ├── 05242599784EEFCC4D9951838D6ACEADF0A22EDB.cg
│ ├── 18305AA17F0382C16FF015340C66C08D0DFD04C0.cg
│ ├── 5908CD9391DA1D6B39692C6FAB75AB9C000C8A00.cg
│ ├── 7061AB5EDBFF5EF0FF0196A229C2A264E9AC1EA8.cg
│ ├── 7711D58F5CCA8E110FD5135082560093D2AE0618.cg
│ ├── 96C833ACC78662E0B19F4F6AE0A05B7252647561.cg
│ ├── A9D71B680431D4F62BBF412007E67504DCE8FF6C.cg
│ ├── C224BC56763B2BBAB8BF6EC712B3920E7EE8575F.cg
│ ├── DE72DEDC525B1222F12E31C5C184BB58921485BA.cg
│ ├── E71DC5A3C13A08ADC1102D2098FCA159003246E6.cg
│ ├── 111C3DA2B3F51763B96272FB77741F76A8350229.cg
│ ├── 1F1CE7C1F1A1B540ABAE978023162C94D52F79F1.cg
│ ├── 2EE731190D211E1F09CCEE91D4A9FEDA5B34C624.cg
│ ├── 35ABCC15044E214D3505049F8B3AC83CFE8525F0.cg
│ ├── 3759F2A25BBB2404BADED20708AA90CC4D8FAB04.cg
│ ├── 43E974354816762694C4D25D246C4F4D86F24C82.cg
│ ├── 630FA91CA629C0D527257EE0E8D2D206650AF802.cg
│ ├── 98958E5B117D78BBEA49CFAE6DBBF779A8095929.cg
│ ├── A25A7C3DCF516B36A9182C67BDD7DB2ED972A039.cg
│ ├── B18FAF175F67CF26A72CB991E3225CF7796D2DCD.cg
│ ├── D182C1157223B786AAB0AAF92BF37A5984490390.cg
│ ├── F3DE4A3934669F5D60D127DEA53EE9F72B1CC643.cg
│ ├── 8E8CD80869D5337C34E7171BED89A6E63E8C2906.cg
│ ├── B09730E64178BE520BCAEAB5A90831045F44DCB7.cg
│ ├── B5F75774CF27E297840733EC569C3890449CE1D7.cg
│ ├── C61D2874234FDF097508922CE95E52E7876DC006.cg
│ ├── F3592AC281EBF5D60EF5D74BA449791C1EE238B0.cg
│ ├── 0285220332BF1E41FD3A2122D16CC04704B943DB.cg
│ ├── 282C6A3FF848CC620358EBDC1659E4C27ED138FB.cg
│ ├── 32F8E74D71750B542858595686FE6E0321AFB498.cg
│ ├── 3346C20117C640D88D4ADD371557B981A164C52C.cg
│ ├── 42AAE04CA93F4A13FBFE8A88596224FDA4B8B570.cg
│ ├── 47458AA4841D6D836E400E96FF0B92DB91516BA8.cg
│ ├── 54855E2A980DCA908DD214507AC3229BD1483E59.cg
│ ├── 64D2BB9928E92A1ED5FB82085B9946A0D65BEE38.cg
│ ├── 653D63AEFB66BF9F30E351CBBD0015E487AF6F80.cg
│ ├── 748F3BF49B27B4D6123710380761AED53C02FD1C.cg
│ ├── 91CEFDAEDE1B1074FEF8B081F03FAC793EF61CEB.cg
│ ├── AE0250395FC4F8C0F6A26C8C7A85B16D807875BF.cg
│ ├── B10C3AE3128ED910041C8AAC95D2F750056FFE01.cg
│ ├── D01DB7FF50CD729F3D814EBCE13E2FCF5F342C01.cg
│ ├── F3CF5EE07A400922585601FBD0637678EE9B55D8.cg
│ ├── FC72D2CBA74E8CF234162BEFDE8D53DC9A306D2D.cg
│ ├── 13C1C6E2B9D4E034D2878B1BCD29127CDCB67352.cg
│ ├── 25C51DE740DAA9D7699EF960D64B273A76580377.cg
│ ├── 844B9F6A529F58B0E48DEF07FE1C4FEB28F3BE66.cg
│ ├── 02E98D7A6AE701BD1DEA9FEABB12BB59D2A1D29C.cg
│ ├── 058D6BDC09C95AD0522046F619F3FF2C5C974028.cg
│ ├── 0D02ABDA6625831EADDE6B9DCBC6FCDD8420EF4D.cg
│ ├── 12DF7F22A6B4C2CAE5470E21D3E13DBA2C53BB3E.cg
│ ├── 2492F641A8323EE569FBC64B641BB3D6FDE92A3F.cg
│ ├── 32169D73096DCDA3D8A2A936CC379792FDC9A2A3.cg
│ ├── 5B642FA5F9D1832F014F0A457CF6B018FB20737B.cg
│ ├── 616CA959C365BCC52AD2CBFF604EB86FB787B6F5.cg
│ ├── FB966126342052BEB29434FEBFACD4C884B4E9B1.cg
│ ├── 2A7FF9F7A8E7928F80DC00DB982DDF4F2367AF2B.cg
│ ├── 370301906C9BC2A1E7A2F46AB9E5E4EA7D297560.cg
│ ├── 54A25F19715A212548CB69EA07AFDD1A5D473A9B.cg
│ ├── 93797C006BA2DD39B5F8C2AA6FF3344396152E6F.cg
│ ├── D1D3895A4C2FF6F02A451425BB18454B4B553F78.cg
│ ├── D5D5E9B289C9A865D704BD48ECB4C6172D0AC867.cg
│ ├── D903AB87E45B1A6B3BD4FB6BF3109D4E7E01E959.cg
│ ├── D6AAC0DC1CA7A6DAF9F2A269EB647400620B8D33.cg
│ ├── 5583C7ECE74F65E42F2C713D0F2F2DFFC7AAC718.cg
│ ├── C95A74A65217C382D71A5B1A87EC04DAD0DB7D7A.cg
│ ├── 2EB0406BE8FAF91715917724F84C503B40252516.cg
│ ├── A771F61F87D91CDB48D89E7E2199E8BF54BDCCFC.cg
│ ├── 1587ECAE08230AADAF876CBA39751B7F1E102AF7.cg
│ ├── 342903458C5FDA96C42EC7EDDCA3E22883A597A4.cg
│ ├── D2C0FC9C896A666FFCC52ECA47B9BDDD7E851E7A.cg
│ ├── D9F2D657B43841E7C81D90303A5A1BB24E9222F7.cg
│ ├── 9114FCA5A684AC720167A108582257838628752D.cg
│ ├── 22D0EE00B7100F13BD1AF0B40097010B39B9C9AE.cg
│ ├── C3D9A654237C5C579B4FE853E280EE31CB7FF668.cg
│ ├── 3C5B11A337547CB9B7FF13E4177532E8CE2B6E3A.cg
│ ├── 74935803B7E52251921542C6BCDBD096E9C3CDE8.cg
│ ├── 84256C21676DF1A1810515E34067C3587FCCCB24.cg
│ ├── 516D26BE9D84FD151608A5B8DB813C01688299EF.cg
│ ├── F0971D47248F64A868108F9A034E90E20FB0C6A1.cg
│ ├── 80ADA5CF271FC2708853879E7C557D0F2A1E6081.cg
│ ├── 39FCB73148851B7AA84C3B74D3EEC5414D512636.cg
│ ├── 215F002BDA668CC18E43B16F8D86ED99BEBD5DEF.cg
│ ├── D2B901EA221A6A10BB1E9DADE6239B731F801846.cg
│ ├── 6CA96C48C3A2F6B08E0BA10FFE850A774CB50151.cg
│ ├── C40AF8C3D0FF2230E4907A810521FCE729E2FFF6.cg
│ ├── 6C2B9FC890E5530BC48CF8F85045D4B0301E8391.cg
│ ├── 854E7B027E568FFC67CC53BBE188CA164C785CE5.cg
│ ├── 5C0B647D52957FFCC57DB676042AC44FB8C13B90.cg
│ ├── 027CD40636AD8A050166F97BA9960BD723B9FABF.cg
│ ├── E269C9F4925272A49221628E19F460B7F473EB83.cg
│ ├── 72B3FE7B31E416C019D4104DB85E955385BD475F.cg
│ ├── BA27B443D0A404D8C451EC04083DE00E710CB2E8.cg
│ ├── 02E2224C93BE494DDE41808058954A6B72760B24.cg
│ ├── 3BB29B057CF9C262CC8999025E52C79793E6691B.cg
│ ├── 6E21224021CB11F89E9E713E76AAA474E2CF943B.cg
│ ├── 7CCA7577E6A09ABC8C88E4DFE089B9EEB8406087.cg
│ ├── A5609AD53F829CC74C5159473639A3DB468367AF.cg
│ ├── 2E48A68A721D385FEFE7DAA7F1B3B8B090E98637.cg
│ ├── C8ECA31BC238A01730DB4AAC278CCE5BC7318281.cg
│ ├── DCD1DBD70BC96917BF9A985C9AFD1AED35FDC28E.cg
│ ├── 551E79EC1CE283D98DDC13F5EA20A43F8BF48C5D.cg
│ ├── 9F4F668C7715C955E680407795452E5B18DF6D30.cg
│ ├── B02D045DCE2C27771DF3F96BB0CCBC1DC7EA6D2D.cg
│ ├── 0D60B044FB5332BAC699DD4CFCFDD268C98F48BC.cg
│ ├── 42C560E5CCFE7E6F8CC15EEFEAA65AA2BAEE175B.cg
│ ├── BF648C749EC4C79A1D6DA27580A286569073CAAB.cg
│ ├── 412FC0A6A3242B9864C98947946679C28D5DE90D.cg
│ ├── B7AA541F2DE1F536A36427B4C88AA79E9B3B373F.cg
│ ├── 0D2665162A6833543970D2850CE4AFA4D9FE3C72.cg
│ ├── 73720BD1506ACB2FE9EAF75BE77F6B9A01D96091.cg
│ ├── D6400621E30A0C5FAFC1BDA85B8066D4430027F4.cg
│ ├── FC3467DD308D91CD0EE31632B4E536471B64F520.cg
│ ├── 0D0FA314FC42DB4CEFAE7289ED85306E60F72E7C.cg
│ ├── E920196A0695563A56F98225FA768B76BF11FD54.cg
│ ├── 520BB5DD777BD816155B4C699E4C3E0D24A2C6DE.cg
│ ├── 624CCEA9649A4C00413095FB70AC8E056421DFD5.cg
│ ├── E3CBD9CA76BE36C4B55C282AAEDB22ABA569A67A.cg
│ ├── E72E9D4CF0255BD41962A8EDB5AA60BAD2B97D18.cg
│ ├── E592F65D1F59E1ED6F9501DE9059CD9A72072E2F.cg
│ ├── A7F7F58D7E0420D99A9D20E69F409A69FB3B7C0E.cg
│ ├── B7252A5FD06CE55199B1647175A7CA19A5A10FBB.cg
│ └── FCECDB104D2D2EC5CA663A40B98C3C5089226572.cg
├── common
│ ├── common_shader_17.cg
│ ├── common_shader_7.cg
│ ├── common_shader_18.cg
│ ├── common_shader_4.cg
│ ├── common_shader_16.cg
│ ├── common_shader_2.cg
│ ├── common_shader_3.cg
│ ├── common_shader_8.cg
│ ├── common_shader_14.cg
│ ├── common_shader_21.cg
│ ├── common_shader_5.cg
│ ├── common_shader_11.cg
│ ├── common_shader_15.cg
│ ├── common_shader_19.cg
│ └── common_shader_1.cg
├── compile.py
└── preprocess.py
├── .gitignore
├── extras
├── livearea
│ ├── bg0.png
│ ├── icon0.png
│ ├── pic0.png
│ ├── phantomunit.png
│ └── template.xml
├── trophies
│ ├── ICON0.png
│ ├── TROP000.png
│ ├── TROP001.png
│ ├── TROP002.png
│ ├── TROP003.png
│ ├── TROP004.png
│ ├── TROP005.png
│ ├── TROP006.png
│ ├── TROP007.png
│ ├── TROP008.png
│ ├── TROP009.png
│ ├── TROP010.png
│ ├── TROP011.png
│ ├── TROP012.png
│ ├── TROP013.png
│ ├── TROP014.png
│ ├── TROP015.png
│ ├── TROP016.png
│ ├── TROP017.png
│ ├── TROP018.png
│ ├── TROP019.png
│ ├── TROP020.png
│ ├── TROP021.png
│ ├── TROP022.png
│ ├── TROP023.png
│ ├── TROP024.png
│ ├── TROP025.png
│ └── TROPHY.TRP
├── screenshots
│ ├── banner.png
│ ├── screen1.png
│ ├── screen2.png
│ └── screen3.png
├── scripts
│ └── get_dump.sh
├── icons
│ ├── trigger-left.svg
│ ├── square.svg
│ ├── triangle.svg
│ ├── cross.svg
│ ├── circle.svg
│ ├── joystick-left.svg
│ ├── trigger-right.svg
│ └── joystick-right.svg
├── cpuinfo
└── meminfo
├── lib
├── kubridge
│ ├── libkubridge_stub.a
│ └── libkubridge_stub_weak.a
├── pthread-svelte
│ └── source
│ │ └── once.c
├── libc_bridge
│ └── CMakeLists.txt
└── sha1
│ └── sha1.h
├── .gitmodules
├── source
├── utils
│ ├── init.h
│ ├── settings.h
│ ├── trophies.h
│ ├── glutil.h
│ ├── dialog.h
│ ├── player.h
│ ├── logger.h
│ └── settings.c
└── reimpl
│ ├── mem.h
│ ├── errno.h
│ ├── mem.c
│ ├── sys.h
│ └── time64_config.h
└── LICENSE
/shaders/.gitignore:
--------------------------------------------------------------------------------
1 | psp2cgc.exe
2 | gxp/
3 | cg_processed/
4 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | build/*
2 | .DS_Store
3 | .idea/
4 | cmake-build-*/
5 | lib/libc_bridge/out/
6 | apk/
7 |
--------------------------------------------------------------------------------
/extras/livearea/bg0.png:
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/extras/trophies/TROP001.png:
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/extras/trophies/TROP002.png:
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https://raw.githubusercontent.com/v-atamanenko/mc3-vita/HEAD/extras/trophies/TROP010.png
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/extras/trophies/TROP011.png:
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/lib/kubridge/libkubridge_stub_weak.a:
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https://raw.githubusercontent.com/v-atamanenko/mc3-vita/HEAD/lib/kubridge/libkubridge_stub_weak.a
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/shaders/glsl/265058E91A2A1B2CC6BCAFE6191CCD27DE7A51B7.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | ##include "common_shader_6.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/2DAF3A45EC786EE905FE544BE0F7A33F783D1E21.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | ##include "common_shader_8.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/53FCE0EAF1AC45CFDB38B96AE0D04231AE6D7ECB.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | ##include "common_shader_7.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/73CD76D91384F3BE5EF3ACEE9BDBE225D8C47B60.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | ##include "common_shader_9.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/C0543F3B0EAA19D9FE905B5A846E0F8EAF8001E2.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | ##include "common_shader_3.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/07BADD7D2E53D1F720D93060DDC4E3AD16763AC6.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | ##include "common_shader_16.glsl"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/42E6DDDD93421CF84C285A6E10F2833823466C8D.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | ##include "common_shader_17.glsl"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/500505ED7889E31AA79A433A6FD1CB9D5122B1F0.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | ##include "common_shader_21.glsl"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/579E6E6AEF616C98C755DFBB944A41720E2A92CC.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | ##include "common_shader_10.glsl"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/7453B07EA4B59FEB98C29C691B68194B093215A1.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | ##include "common_shader_22.glsl"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/88DCAF448218260D8B77F0DFCD17FFFA0B83B90B.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | ##include "common_shader_11.glsl"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/AEFCFA6C9F00452BDC1B6AE238850F74797D8355.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | ##include "common_shader_12.glsl"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/F282E250140044D450E4D86293FDF85D1DA4BFA6.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | ##include "common_shader_13.glsl"
4 |
--------------------------------------------------------------------------------
/.gitmodules:
--------------------------------------------------------------------------------
1 | [submodule "lib/falso_jni"]
2 | path = lib/falso_jni
3 | url = git@github.com:v-atamanenko/FalsoJNI.git
4 | branch = master
5 |
--------------------------------------------------------------------------------
/shaders/glsl/FA3BA69204DE21627F6CE26C717FA65242B2E0EC.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 |
4 | ##include "common_shader_18.glsl"
5 |
--------------------------------------------------------------------------------
/shaders/glsl/111C3DA2B3F51763B96272FB77741F76A8350229.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define TEXTURE_TYPE 0
3 | ##include "common_shader_2.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/1F1CE7C1F1A1B540ABAE978023162C94D52F79F1.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define TEXTURE_TYPE 2
3 | ##include "common_shader_3.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/2EE731190D211E1F09CCEE91D4A9FEDA5B34C624.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define TEXTURE_TYPE 2
3 | ##include "common_shader_2.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/35ABCC15044E214D3505049F8B3AC83CFE8525F0.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define TEXTURE_TYPE 4
3 | ##include "common_shader_2.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/3759F2A25BBB2404BADED20708AA90CC4D8FAB04.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define TEXTURE_TYPE 4
3 | ##include "common_shader_4.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/43E974354816762694C4D25D246C4F4D86F24C82.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define TEXTURE_TYPE 1
3 | ##include "common_shader_4.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/630FA91CA629C0D527257EE0E8D2D206650AF802.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define TEXTURE_TYPE 3
3 | ##include "common_shader_2.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/7711D58F5CCA8E110FD5135082560093D2AE0618.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define POINTLIGHT
3 | ##include "common_shader_9.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/98958E5B117D78BBEA49CFAE6DBBF779A8095929.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define TEXTURE_TYPE 2
3 | ##include "common_shader_4.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/A25A7C3DCF516B36A9182C67BDD7DB2ED972A039.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define TEXTURE_TYPE 1
3 | ##include "common_shader_2.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/B18FAF175F67CF26A72CB991E3225CF7796D2DCD.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define TEXTURE_TYPE 2
3 | ##include "common_shader_8.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/C224BC56763B2BBAB8BF6EC712B3920E7EE8575F.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define POINTLIGHT
3 | ##include "common_shader_6.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/D182C1157223B786AAB0AAF92BF37A5984490390.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define TEXTURE_TYPE 0
3 | ##include "common_shader_4.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/F2BEC7049F5C384F7AE07DBFCDDAACA637BBEAA7.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 |
4 | ##include "common_shader_5.cg"
5 |
--------------------------------------------------------------------------------
/shaders/glsl/F3DE4A3934669F5D60D127DEA53EE9F72B1CC643.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define TEXTURE_TYPE 3
3 | ##include "common_shader_4.cg"
4 |
--------------------------------------------------------------------------------
/shaders/glsl/DD4E69725396B90F3F21D857B71CBD859F709486.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define FOG
4 |
5 | ##include "common_shader_20.glsl"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/FD121921DD5E7596477EFE3A60EFBEC7FD638776.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define FOG
4 |
5 | ##include "common_shader_19.glsl"
6 |
--------------------------------------------------------------------------------
/shaders/cg/07BADD7D2E53D1F720D93060DDC4E3AD16763AC6.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_16.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/265058E91A2A1B2CC6BCAFE6191CCD27DE7A51B7.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_6.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/2DAF3A45EC786EE905FE544BE0F7A33F783D1E21.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_8.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/42E6DDDD93421CF84C285A6E10F2833823466C8D.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_17.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/500505ED7889E31AA79A433A6FD1CB9D5122B1F0.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_21.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/53FCE0EAF1AC45CFDB38B96AE0D04231AE6D7ECB.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_7.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/579E6E6AEF616C98C755DFBB944A41720E2A92CC.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_10.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/73CD76D91384F3BE5EF3ACEE9BDBE225D8C47B60.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_9.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/7453B07EA4B59FEB98C29C691B68194B093215A1.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_22.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/88DCAF448218260D8B77F0DFCD17FFFA0B83B90B.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_11.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/9BAB93F81E878BE8EEEBC9681FB0C9016262EB41.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_1.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/AEFCFA6C9F00452BDC1B6AE238850F74797D8355.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_12.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/C0543F3B0EAA19D9FE905B5A846E0F8EAF8001E2.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_3.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/F282E250140044D450E4D86293FDF85D1DA4BFA6.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_13.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/F2BEC7049F5C384F7AE07DBFCDDAACA637BBEAA7.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_5.cg"
6 |
--------------------------------------------------------------------------------
/shaders/cg/FA3BA69204DE21627F6CE26C717FA65242B2E0EC.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | ##include "common_shader_18.cg"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/18305AA17F0382C16FF015340C66C08D0DFD04C0.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define LIGHTING
4 |
5 | ##include "common_shader_12.glsl"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/2E9FD39D7ECB8A7B3238AC543F53B09DAB7E031D.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define WATER
4 |
5 | ##include "common_shader_17.glsl"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/5908CD9391DA1D6B39692C6FAB75AB9C000C8A00.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define LIGHTMAP
4 |
5 | ##include "common_shader_12.glsl"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/7061AB5EDBFF5EF0FF0196A229C2A264E9AC1EA8.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 |
5 | ##include "common_shader_12.cg"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/808BEB642B8C68799C8C9FF4DDBEE1E01DE895E6.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define CG_FOG
4 |
5 | ##include "common_shader_10.glsl"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/851EDCB95BA9B2094184DF276B134921601C4A98.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define CG_FOG
4 |
5 | ##include "common_shader_12.glsl"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/96C833ACC78662E0B19F4F6AE0A05B7252647561.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define LIGHTING
4 |
5 | ##include "common_shader_10.glsl"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/A9D71B680431D4F62BBF412007E67504DCE8FF6C.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 |
5 | ##include "common_shader_10.cg"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/C10A3B1F7752376C557355296CEE024637B1BA43.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define DIFFUSECOLOR
3 |
4 | ##include "common_shader_18.glsl"
5 |
--------------------------------------------------------------------------------
/shaders/glsl/DE72DEDC525B1222F12E31C5C184BB58921485BA.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define ADDITIVE
4 |
5 | ##include "common_shader_18.glsl"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/E71DC5A3C13A08ADC1102D2098FCA159003246E6.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define LIGHTMAP
4 |
5 | ##include "common_shader_10.glsl"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/5583C7ECE74F65E42F2C713D0F2F2DFFC7AAC718.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | void main(void)
4 | {
5 | gl_FragColor = vec4(0.8, 0.3, 0.5, 1.0);
6 | }
7 |
--------------------------------------------------------------------------------
/shaders/glsl/9BAB93F81E878BE8EEEBC9681FB0C9016262EB41.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 |
4 | //#define BLUR
5 |
6 | ##include "common_shader_1.cg"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/B5F75774CF27E297840733EC569C3890449CE1D7.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define DUAL
4 | #define FOG
5 |
6 | ##include "common_shader_21.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/F3592AC281EBF5D60EF5D74BA449791C1EE238B0.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define DUAL
4 | #define FOG
5 |
6 | ##include "common_shader_22.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/0285220332BF1E41FD3A2122D16CC04704B943DB.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define LIGHTMAP
5 |
6 | ##include "common_shader_12.cg"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/282C6A3FF848CC620358EBDC1659E4C27ED138FB.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define LIGHTMAP
4 | #define FOG
5 |
6 | ##include "common_shader_12.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/32F8E74D71750B542858595686FE6E0321AFB498.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define LIGHTMAP
4 | #define CG_FOG
5 |
6 | ##include "common_shader_14.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/3346C20117C640D88D4ADD371557B981A164C52C.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define CG_FOG
5 |
6 | ##include "common_shader_10.cg"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/42AAE04CA93F4A13FBFE8A88596224FDA4B8B570.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define LIGHTMAP
4 | #define CG_FOG
5 |
6 | ##include "common_shader_15.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/54855E2A980DCA908DD214507AC3229BD1483E59.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define LIGHTMAP
5 |
6 | ##include "common_shader_10.cg"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/64D2BB9928E92A1ED5FB82085B9946A0D65BEE38.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define CG_FOG
4 | #define LIGHTING
5 |
6 | ##include "common_shader_12.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/748F3BF49B27B4D6123710380761AED53C02FD1C.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define LIGHTING
5 |
6 | ##include "common_shader_12.cg"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/8E8CD80869D5337C34E7171BED89A6E63E8C2906.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define CG_FOG
4 | #define ALPHA
5 |
6 | ##include "common_shader_19.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/AE0250395FC4F8C0F6A26C8C7A85B16D807875BF.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define LIGHTMAP
4 | #define FOG
5 |
6 | ##include "common_shader_10.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/B10C3AE3128ED910041C8AAC95D2F750056FFE01.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define CG_FOG
5 |
6 | ##include "common_shader_12.cg"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/C61D2874234FDF097508922CE95E52E7876DC006.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define CG_FOG
4 | #define ALPHA
5 |
6 | ##include "common_shader_20.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/D01DB7FF50CD729F3D814EBCE13E2FCF5F342C01.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define CG_FOG
4 | #define LIGHTING
5 |
6 | ##include "common_shader_10.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/FC72D2CBA74E8CF234162BEFDE8D53DC9A306D2D.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define LIGHTING
5 |
6 | ##include "common_shader_10.cg"
7 |
--------------------------------------------------------------------------------
/shaders/cg/1877CE53D9EC067CF82F7BD679AB63F3A0CD88BF.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define LOW
6 |
7 | ##include "common_shader_7.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/2915ABCCA223C0090ADC48F3AA9A1C6889045923.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define BLUR
6 |
7 | ##include "common_shader_5.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/2E9FD39D7ECB8A7B3238AC543F53B09DAB7E031D.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define WATER
6 |
7 | ##include "common_shader_17.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/808BEB642B8C68799C8C9FF4DDBEE1E01DE895E6.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define CG_FOG
6 |
7 | ##include "common_shader_10.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/851EDCB95BA9B2094184DF276B134921601C4A98.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define CG_FOG
6 |
7 | ##include "common_shader_12.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/C10A3B1F7752376C557355296CEE024637B1BA43.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 | #define DIFFUSECOLOR
5 |
6 | ##include "common_shader_18.cg"
7 |
--------------------------------------------------------------------------------
/shaders/cg/DD4E69725396B90F3F21D857B71CBD859F709486.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define CG_FOG
6 |
7 | ##include "common_shader_20.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/FB5906CEFF82A2118B586855AE31EDF7CEDE2E17.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define BLUR
6 |
7 | ##include "common_shader_1.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/FD121921DD5E7596477EFE3A60EFBEC7FD638776.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define CG_FOG
6 |
7 | ##include "common_shader_19.cg"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/13C1C6E2B9D4E034D2878B1BCD29127CDCB67352.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define ADDITIVEBLEND
5 |
6 | ##include "common_shader_10.cg"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/1877CE53D9EC067CF82F7BD679AB63F3A0CD88BF.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define LOW
4 |
5 | ##include "common_shader_7.cg"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/25C51DE740DAA9D7699EF960D64B273A76580377.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define ALPHABLEND
5 |
6 | ##include "common_shader_10.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/2915ABCCA223C0090ADC48F3AA9A1C6889045923.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define BLUR
4 |
5 | ##include "common_shader_5.cg"
6 |
--------------------------------------------------------------------------------
/shaders/glsl/47458AA4841D6D836E400E96FF0B92DB91516BA8.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define LIGHTMAP
4 | #define LIGHTING
5 |
6 | ##include "common_shader_10.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/653D63AEFB66BF9F30E351CBBD0015E487AF6F80.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define CUBE
4 | #define REFLECTIONMAP
5 |
6 | ##include "common_shader_9.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/844B9F6A529F58B0E48DEF07FE1C4FEB28F3BE66.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define ADDITIVE
4 | #define DIFFUSECOLOR
5 |
6 | ##include "common_shader_18.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/91CEFDAEDE1B1074FEF8B081F03FAC793EF61CEB.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define CUBE
4 | #define REFLECTIONMAP
5 |
6 | ##include "common_shader_6.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/glsl/F3CF5EE07A400922585601FBD0637678EE9B55D8.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define LIGHTMAP
4 | #define LIGHTING
5 |
6 | ##include "common_shader_12.glsl"
7 |
--------------------------------------------------------------------------------
/shaders/cg/05242599784EEFCC4D9951838D6ACEADF0A22EDB.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define INVERTED
6 |
7 | ##include "common_shader_1.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/18305AA17F0382C16FF015340C66C08D0DFD04C0.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define LIGHTING
6 |
7 | ##include "common_shader_12.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/5908CD9391DA1D6B39692C6FAB75AB9C000C8A00.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define LIGHTMAP
6 |
7 | ##include "common_shader_12.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/7061AB5EDBFF5EF0FF0196A229C2A264E9AC1EA8.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 |
7 | ##include "common_shader_12.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/7711D58F5CCA8E110FD5135082560093D2AE0618.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define POINTLIGHT
6 |
7 | ##include "common_shader_9.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/96C833ACC78662E0B19F4F6AE0A05B7252647561.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define LIGHTING
6 |
7 | ##include "common_shader_10.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/A9D71B680431D4F62BBF412007E67504DCE8FF6C.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 |
7 | ##include "common_shader_10.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/C224BC56763B2BBAB8BF6EC712B3920E7EE8575F.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define POINTLIGHT
6 |
7 | ##include "common_shader_6.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/DE72DEDC525B1222F12E31C5C184BB58921485BA.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define ADDITIVE
6 |
7 | ##include "common_shader_18.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/E71DC5A3C13A08ADC1102D2098FCA159003246E6.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define LIGHTMAP
6 |
7 | ##include "common_shader_10.cg"
8 |
--------------------------------------------------------------------------------
/extras/scripts/get_dump.sh:
--------------------------------------------------------------------------------
1 | #!/bin/bash
2 |
3 | curl "ftp://$1:1337/ux0:/data/"$(curl "ftp://$1:1337/ux0:/data/" 2>/dev/null | grep psp2core | tail -1 | awk '{print $(NF)}') --output coredump
4 |
--------------------------------------------------------------------------------
/shaders/cg/111C3DA2B3F51763B96272FB77741F76A8350229.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURE_TYPE 0
6 |
7 | ##include "common_shader_2.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/1F1CE7C1F1A1B540ABAE978023162C94D52F79F1.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURE_TYPE 2
6 |
7 | ##include "common_shader_3.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/2EE731190D211E1F09CCEE91D4A9FEDA5B34C624.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURE_TYPE 2
6 |
7 | ##include "common_shader_2.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/35ABCC15044E214D3505049F8B3AC83CFE8525F0.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURE_TYPE 4
6 |
7 | ##include "common_shader_2.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/3759F2A25BBB2404BADED20708AA90CC4D8FAB04.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURE_TYPE 4
6 |
7 | ##include "common_shader_4.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/43E974354816762694C4D25D246C4F4D86F24C82.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURE_TYPE 1
6 |
7 | ##include "common_shader_4.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/630FA91CA629C0D527257EE0E8D2D206650AF802.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURE_TYPE 3
6 |
7 | ##include "common_shader_2.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/98958E5B117D78BBEA49CFAE6DBBF779A8095929.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURE_TYPE 2
6 |
7 | ##include "common_shader_4.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/A25A7C3DCF516B36A9182C67BDD7DB2ED972A039.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURE_TYPE 1
6 |
7 | ##include "common_shader_2.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/B18FAF175F67CF26A72CB991E3225CF7796D2DCD.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURE_TYPE 2
6 |
7 | ##include "common_shader_8.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/D182C1157223B786AAB0AAF92BF37A5984490390.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURE_TYPE 0
6 |
7 | ##include "common_shader_4.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/F3DE4A3934669F5D60D127DEA53EE9F72B1CC643.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURE_TYPE 3
6 |
7 | ##include "common_shader_4.cg"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/D9F2D657B43841E7C81D90303A5A1BB24E9222F7.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | varying lowp vec4 vColor0;
4 |
5 | void main()
6 | {
7 | gl_FragColor = vColor0;
8 | }
9 |
--------------------------------------------------------------------------------
/shaders/glsl/058D6BDC09C95AD0522046F619F3FF2C5C974028.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define BLENDMAP
4 | #define LIGHTMAP
5 | #define FOG
6 |
7 | ##include "common_shader_15.glsl"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/0D02ABDA6625831EADDE6B9DCBC6FCDD8420EF4D.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define LIGHTMAP
4 | #define FOG
5 | #define LIGHTING
6 |
7 | ##include "common_shader_12.glsl"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/12DF7F22A6B4C2CAE5470E21D3E13DBA2C53BB3E.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define LIGHTMAP
5 | #define CG_FOG
6 |
7 | ##include "common_shader_12.cg"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/2492F641A8323EE569FBC64B641BB3D6FDE92A3F.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define LIGHTMAP
5 | #define CG_FOG
6 |
7 | ##include "common_shader_10.cg"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/32169D73096DCDA3D8A2A936CC379792FDC9A2A3.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define CG_FOG
5 | #define LIGHTING
6 |
7 | ##include "common_shader_10.cg"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/5B642FA5F9D1832F014F0A457CF6B018FB20737B.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define CG_FOG
5 | #define LIGHTING
6 |
7 | ##include "common_shader_12.cg"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/616CA959C365BCC52AD2CBFF604EB86FB787B6F5.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define LIGHTMAP
4 | #define FOG
5 | #define LIGHTING
6 |
7 | ##include "common_shader_10.glsl"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/FB966126342052BEB29434FEBFACD4C884B4E9B1.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define BLENDMAP
4 | #define LIGHTMAP
5 | #define FOG
6 |
7 | ##include "common_shader_14.glsl"
8 |
--------------------------------------------------------------------------------
/shaders/cg/8E8CD80869D5337C34E7171BED89A6E63E8C2906.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define CG_FOG
6 | #define ALPHA
7 |
8 | ##include "common_shader_19.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/B09730E64178BE520BCAEAB5A90831045F44DCB7.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define BLUR
6 | #define INVERTED
7 |
8 | ##include "common_shader_1.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/B5F75774CF27E297840733EC569C3890449CE1D7.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define DUAL
6 | #define CG_FOG
7 |
8 | ##include "common_shader_21.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/C61D2874234FDF097508922CE95E52E7876DC006.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define CG_FOG
6 | #define ALPHA
7 |
8 | ##include "common_shader_20.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/F3592AC281EBF5D60EF5D74BA449791C1EE238B0.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define DUAL
6 | #define CG_FOG
7 |
8 | ##include "common_shader_22.cg"
9 |
--------------------------------------------------------------------------------
/shaders/glsl/2A7FF9F7A8E7928F80DC00DB982DDF4F2367AF2B.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define LIGHTMAP
5 | #define LIGHTING
6 |
7 | ##include "common_shader_12.cg"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/370301906C9BC2A1E7A2F46AB9E5E4EA7D297560.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define CG_FOG
4 | #define LIGHTMAP
5 | #define REFLECTIONMAP
6 |
7 | ##include "common_shader_11.cg"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/54A25F19715A212548CB69EA07AFDD1A5D473A9B.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define LIGHTING
5 | #define ALPHABLEND
6 |
7 | ##include "common_shader_10.glsl"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/93797C006BA2DD39B5F8C2AA6FF3344396152E6F.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define CG_FOG
5 | #define ADDITIVEBLEND
6 |
7 | ##include "common_shader_10.cg"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/D1D3895A4C2FF6F02A451425BB18454B4B553F78.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define CG_FOG
4 | #define LIGHTMAP
5 | #define REFLECTIONMAP
6 |
7 | ##include "common_shader_13.cg"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/D5D5E9B289C9A865D704BD48ECB4C6172D0AC867.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define CG_FOG
5 | #define ALPHABLEND
6 |
7 | ##include "common_shader_10.glsl"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/D903AB87E45B1A6B3BD4FB6BF3109D4E7E01E959.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define LIGHTMAP
5 | #define LIGHTING
6 |
7 | ##include "common_shader_10.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/0285220332BF1E41FD3A2122D16CC04704B943DB.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define LIGHTMAP
7 |
8 | ##include "common_shader_12.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/282C6A3FF848CC620358EBDC1659E4C27ED138FB.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define LIGHTMAP
6 | #define CG_FOG
7 |
8 | ##include "common_shader_12.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/32F8E74D71750B542858595686FE6E0321AFB498.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define LIGHTMAP
6 | #define CG_FOG
7 |
8 | ##include "common_shader_14.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/3346C20117C640D88D4ADD371557B981A164C52C.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define CG_FOG
7 |
8 | ##include "common_shader_10.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/42AAE04CA93F4A13FBFE8A88596224FDA4B8B570.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define LIGHTMAP
6 | #define CG_FOG
7 |
8 | ##include "common_shader_15.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/47458AA4841D6D836E400E96FF0B92DB91516BA8.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define LIGHTMAP
6 | #define LIGHTING
7 |
8 | ##include "common_shader_10.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/54855E2A980DCA908DD214507AC3229BD1483E59.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define LIGHTMAP
7 |
8 | ##include "common_shader_10.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/64D2BB9928E92A1ED5FB82085B9946A0D65BEE38.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define CG_FOG
6 | #define LIGHTING
7 |
8 | ##include "common_shader_12.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/653D63AEFB66BF9F30E351CBBD0015E487AF6F80.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define CUBE
6 | #define REFLECTIONMAP
7 |
8 | ##include "common_shader_9.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/748F3BF49B27B4D6123710380761AED53C02FD1C.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define LIGHTING
7 |
8 | ##include "common_shader_12.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/91CEFDAEDE1B1074FEF8B081F03FAC793EF61CEB.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define CUBE
6 | #define REFLECTIONMAP
7 |
8 | ##include "common_shader_6.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/AE0250395FC4F8C0F6A26C8C7A85B16D807875BF.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define LIGHTMAP
6 | #define CG_FOG
7 |
8 | ##include "common_shader_10.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/B10C3AE3128ED910041C8AAC95D2F750056FFE01.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define CG_FOG
7 |
8 | ##include "common_shader_12.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/D01DB7FF50CD729F3D814EBCE13E2FCF5F342C01.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define CG_FOG
6 | #define LIGHTING
7 |
8 | ##include "common_shader_10.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/F3CF5EE07A400922585601FBD0637678EE9B55D8.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define LIGHTMAP
6 | #define LIGHTING
7 |
8 | ##include "common_shader_12.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/FC72D2CBA74E8CF234162BEFDE8D53DC9A306D2D.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define LIGHTING
7 |
8 | ##include "common_shader_10.cg"
9 |
--------------------------------------------------------------------------------
/shaders/glsl/D6AAC0DC1CA7A6DAF9F2A269EB647400620B8D33.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define LIGHTING
5 | #define ADDITIVEBLEND
6 |
7 | ##include "common_shader_10.cg"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/FB5906CEFF82A2118B586855AE31EDF7CEDE2E17.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define BLUR
4 |
5 | //#define BLUR
6 |
7 | ##include "common_shader_1.cg"
8 |
--------------------------------------------------------------------------------
/shaders/cg/13C1C6E2B9D4E034D2878B1BCD29127CDCB67352.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define ADDITIVEBLEND
7 |
8 | ##include "common_shader_10.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/25C51DE740DAA9D7699EF960D64B273A76580377.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define ALPHABLEND
7 |
8 | ##include "common_shader_10.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/844B9F6A529F58B0E48DEF07FE1C4FEB28F3BE66.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define ADDITIVE
6 | #define DIFFUSECOLOR
7 |
8 | ##include "common_shader_18.cg"
9 |
--------------------------------------------------------------------------------
/shaders/glsl/05242599784EEFCC4D9951838D6ACEADF0A22EDB.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define INVERTED
4 |
5 | //#define BLUR
6 |
7 | ##include "common_shader_1.cg"
8 |
--------------------------------------------------------------------------------
/shaders/glsl/2EB0406BE8FAF91715917724F84C503B40252516.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define DUAL
4 | #define FOG
5 | #define CUBE
6 | #define REFLECTIONMAP
7 |
8 | ##include "common_shader_22.glsl"
9 |
--------------------------------------------------------------------------------
/shaders/glsl/A771F61F87D91CDB48D89E7E2199E8BF54BDCCFC.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define DUAL
4 | #define FOG
5 | #define CUBE
6 | #define REFLECTIONMAP
7 |
8 | ##include "common_shader_21.glsl"
9 |
--------------------------------------------------------------------------------
/shaders/glsl/1587ECAE08230AADAF876CBA39751B7F1E102AF7.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define LIGHTMAP
5 | #define CG_FOG
6 | #define LIGHTING
7 |
8 | ##include "common_shader_12.cg"
9 |
--------------------------------------------------------------------------------
/shaders/glsl/342903458C5FDA96C42EC7EDDCA3E22883A597A4.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define CG_FOG
5 | #define LIGHTING
6 | #define ALPHABLEND
7 |
8 | ##include "common_shader_10.glsl"
9 |
--------------------------------------------------------------------------------
/shaders/glsl/D2C0FC9C896A666FFCC52ECA47B9BDDD7E851E7A.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define LIGHTMAP
5 | #define CG_FOG
6 | #define LIGHTING
7 |
8 | ##include "common_shader_10.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/02E98D7A6AE701BD1DEA9FEABB12BB59D2A1D29C.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define NOISE
6 | #define LINES
7 | #define BLUR
8 |
9 | ##include "common_shader_1.cg"
10 |
--------------------------------------------------------------------------------
/shaders/glsl/9114FCA5A684AC720167A108582257838628752D.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define TEXTURED
4 | #define CG_FOG
5 | #define LIGHTING
6 | #define ADDITIVEBLEND
7 |
8 | ##include "common_shader_10.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/058D6BDC09C95AD0522046F619F3FF2C5C974028.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define BLENDMAP
6 | #define LIGHTMAP
7 | #define CG_FOG
8 |
9 | ##include "common_shader_15.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/0D02ABDA6625831EADDE6B9DCBC6FCDD8420EF4D.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define LIGHTMAP
6 | #define CG_FOG
7 | #define LIGHTING
8 |
9 | ##include "common_shader_12.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/12DF7F22A6B4C2CAE5470E21D3E13DBA2C53BB3E.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define LIGHTMAP
7 | #define CG_FOG
8 |
9 | ##include "common_shader_12.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/2492F641A8323EE569FBC64B641BB3D6FDE92A3F.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define LIGHTMAP
7 | #define CG_FOG
8 |
9 | ##include "common_shader_10.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/32169D73096DCDA3D8A2A936CC379792FDC9A2A3.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define CG_FOG
7 | #define LIGHTING
8 |
9 | ##include "common_shader_10.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/5B642FA5F9D1832F014F0A457CF6B018FB20737B.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define CG_FOG
7 | #define LIGHTING
8 |
9 | ##include "common_shader_12.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/616CA959C365BCC52AD2CBFF604EB86FB787B6F5.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define LIGHTMAP
6 | #define CG_FOG
7 | #define LIGHTING
8 |
9 | ##include "common_shader_10.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/FB966126342052BEB29434FEBFACD4C884B4E9B1.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define BLENDMAP
6 | #define LIGHTMAP
7 | #define CG_FOG
8 |
9 | ##include "common_shader_14.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/2A7FF9F7A8E7928F80DC00DB982DDF4F2367AF2B.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define LIGHTMAP
7 | #define LIGHTING
8 |
9 | ##include "common_shader_12.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/370301906C9BC2A1E7A2F46AB9E5E4EA7D297560.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define CG_FOG
6 | #define LIGHTMAP
7 | #define REFLECTIONMAP
8 |
9 | ##include "common_shader_11.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/54A25F19715A212548CB69EA07AFDD1A5D473A9B.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define LIGHTING
7 | #define ALPHABLEND
8 |
9 | ##include "common_shader_10.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/93797C006BA2DD39B5F8C2AA6FF3344396152E6F.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define CG_FOG
7 | #define ADDITIVEBLEND
8 |
9 | ##include "common_shader_10.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/D1D3895A4C2FF6F02A451425BB18454B4B553F78.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define CG_FOG
6 | #define LIGHTMAP
7 | #define REFLECTIONMAP
8 |
9 | ##include "common_shader_13.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/D5D5E9B289C9A865D704BD48ECB4C6172D0AC867.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define CG_FOG
7 | #define ALPHABLEND
8 |
9 | ##include "common_shader_10.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/D903AB87E45B1A6B3BD4FB6BF3109D4E7E01E959.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define LIGHTMAP
7 | #define LIGHTING
8 |
9 | ##include "common_shader_10.cg"
10 |
--------------------------------------------------------------------------------
/shaders/cg/D6AAC0DC1CA7A6DAF9F2A269EB647400620B8D33.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define LIGHTING
7 | #define ADDITIVEBLEND
8 |
9 | ##include "common_shader_10.cg"
10 |
--------------------------------------------------------------------------------
/shaders/glsl/B09730E64178BE520BCAEAB5A90831045F44DCB7.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define BLUR
4 | #define INVERTED
5 |
6 | //#define BLUR
7 |
8 | ##include "common_shader_1.cg"
9 |
--------------------------------------------------------------------------------
/shaders/cg/5583C7ECE74F65E42F2C713D0F2F2DFFC7AAC718.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | void main(
6 | float4 out gl_FragColor : COLOR
7 | ) {
8 | gl_FragColor = float4(0.8, 0.3, 0.5, 1.0);
9 | }
10 |
--------------------------------------------------------------------------------
/shaders/cg/C95A74A65217C382D71A5B1A87EC04DAD0DB7D7A.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define NOISE
6 | #define LINES
7 | #define BLUR
8 | #define INVERTED
9 |
10 | ##include "common_shader_1.cg"
11 |
--------------------------------------------------------------------------------
/shaders/glsl/C3D9A654237C5C579B4FE853E280EE31CB7FF668.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 | varying mediump vec2 vCoordSource;
5 | void main()
6 | {
7 | gl_FragColor = texture2D(texture0, vCoordSource);
8 | }
9 |
--------------------------------------------------------------------------------
/shaders/cg/2EB0406BE8FAF91715917724F84C503B40252516.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define DUAL
6 | #define CG_FOG
7 | #define CUBE
8 | #define REFLECTIONMAP
9 |
10 | ##include "common_shader_22.cg"
11 |
--------------------------------------------------------------------------------
/shaders/cg/A771F61F87D91CDB48D89E7E2199E8BF54BDCCFC.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define DUAL
6 | #define CG_FOG
7 | #define CUBE
8 | #define REFLECTIONMAP
9 |
10 | ##include "common_shader_21.cg"
11 |
--------------------------------------------------------------------------------
/shaders/cg/1587ECAE08230AADAF876CBA39751B7F1E102AF7.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define LIGHTMAP
7 | #define CG_FOG
8 | #define LIGHTING
9 |
10 | ##include "common_shader_12.cg"
11 |
--------------------------------------------------------------------------------
/shaders/cg/342903458C5FDA96C42EC7EDDCA3E22883A597A4.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define CG_FOG
7 | #define LIGHTING
8 | #define ALPHABLEND
9 |
10 | ##include "common_shader_10.cg"
11 |
--------------------------------------------------------------------------------
/shaders/cg/D2C0FC9C896A666FFCC52ECA47B9BDDD7E851E7A.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define LIGHTMAP
7 | #define CG_FOG
8 | #define LIGHTING
9 |
10 | ##include "common_shader_10.cg"
11 |
--------------------------------------------------------------------------------
/shaders/cg/D9F2D657B43841E7C81D90303A5A1BB24E9222F7.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | void main(
6 | float4 vColor0 : COLOR0,
7 | float4 out gl_FragColor : COLOR
8 | ) {
9 | gl_FragColor = vColor0;
10 | }
11 |
--------------------------------------------------------------------------------
/shaders/glsl/3C5B11A337547CB9B7FF13E4177532E8CE2B6E3A.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture1;
4 | varying mediump vec2 vCoordDecimated;
5 | void main()
6 | {
7 | gl_FragColor = texture2D(texture1, vCoordDecimated);
8 | }
9 |
--------------------------------------------------------------------------------
/shaders/cg/9114FCA5A684AC720167A108582257838628752D.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define TEXTURED
6 | #define CG_FOG
7 | #define LIGHTING
8 | #define ADDITIVEBLEND
9 |
10 | ##include "common_shader_10.cg"
11 |
--------------------------------------------------------------------------------
/shaders/glsl/22D0EE00B7100F13BD1AF0B40097010B39B9C9AE.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 |
5 | varying mediump vec2 vCoord0;
6 |
7 | void main()
8 | {
9 | gl_FragColor = texture2D(texture0, vCoord0);
10 | }
11 |
--------------------------------------------------------------------------------
/shaders/glsl/74935803B7E52251921542C6BCDBD096E9C3CDE8.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | uniform mediump mat4 WorldViewProjectionMatrix;
5 | void main(void)
6 | {
7 | gl_Position = WorldViewProjectionMatrix * Vertex;
8 | }
9 |
--------------------------------------------------------------------------------
/shaders/glsl/02E98D7A6AE701BD1DEA9FEABB12BB59D2A1D29C.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define NOISE
4 | #define LINES
5 | #define BLUR
6 |
7 | //#define BLUR
8 |
9 | ##include "common_shader_1.cg"
10 |
--------------------------------------------------------------------------------
/extras/icons/trigger-left.svg:
--------------------------------------------------------------------------------
1 |
5 |
--------------------------------------------------------------------------------
/shaders/glsl/84256C21676DF1A1810515E34067C3587FCCCB24.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute highp vec2 Texcoord0;
5 | varying mediump vec2 vCoord0;
6 |
7 | void main(void)
8 | {
9 | vCoord0 = Texcoord0;
10 | gl_Position = Vertex;
11 | }
12 |
--------------------------------------------------------------------------------
/shaders/cg/22D0EE00B7100F13BD1AF0B40097010B39B9C9AE.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 |
7 | void main(
8 | float2 vCoord0 : TEXCOORD0,
9 | float4 out gl_FragColor : COLOR
10 | ) {
11 | gl_FragColor = tex2D(texture0, vCoord0);
12 | }
13 |
--------------------------------------------------------------------------------
/shaders/glsl/C95A74A65217C382D71A5B1A87EC04DAD0DB7D7A.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | #define NOISE
4 | #define LINES
5 | #define BLUR
6 | #define INVERTED
7 |
8 | //#define BLUR
9 |
10 | ##include "common_shader_1.cg"
11 |
--------------------------------------------------------------------------------
/shaders/cg/C3D9A654237C5C579B4FE853E280EE31CB7FF668.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 |
7 | void main(
8 | float2 vCoordSource : TEXCOORD5,
9 | float4 out gl_FragColor : COLOR
10 | ) {
11 | gl_FragColor = tex2D(texture0, vCoordSource);
12 | }
13 |
--------------------------------------------------------------------------------
/shaders/cg/3C5B11A337547CB9B7FF13E4177532E8CE2B6E3A.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture1;
6 |
7 | void main(
8 | float2 vCoordDecimated : TEXCOORD4,
9 | float4 out gl_FragColor : COLOR
10 | ) {
11 | gl_FragColor = tex2D(texture1, vCoordDecimated);
12 | }
13 |
--------------------------------------------------------------------------------
/extras/livearea/template.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | bg0.png
6 |
7 |
8 |
9 | phantomunit.png
10 |
11 |
12 |
13 |
--------------------------------------------------------------------------------
/shaders/glsl/516D26BE9D84FD151608A5B8DB813C01688299EF.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D DiffuseSampler;
4 | varying mediump vec2 vCoord0;
5 | varying lowp vec4 vColor;
6 |
7 | void main()
8 | {
9 | lowp vec4 diffuseMap = texture2D(DiffuseSampler, vCoord0);
10 | gl_FragColor = diffuseMap * vColor;
11 | }
12 |
--------------------------------------------------------------------------------
/shaders/glsl/80ADA5CF271FC2708853879E7C557D0F2A1E6081.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture;
4 |
5 | varying mediump vec2 vCoord0;
6 | varying lowp vec4 vColor0;
7 |
8 | void main()
9 | {
10 | lowp vec4 texColor = texture2D(texture, vCoord0);
11 | gl_FragColor = vec4(texColor.rgb * vColor0.rgb, texColor.a);
12 | }
13 |
--------------------------------------------------------------------------------
/shaders/glsl/F0971D47248F64A868108F9A034E90E20FB0C6A1.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture1;
4 | uniform lowp sampler2D texture2;
5 |
6 | varying mediump vec2 vCoord0;
7 | varying lowp vec4 vColor0;
8 |
9 | void main()
10 | {
11 | gl_FragColor = texture2D(texture1, vCoord0) * texture2D(texture2, vCoord0) * vColor0;
12 | }
13 |
--------------------------------------------------------------------------------
/shaders/glsl/C40AF8C3D0FF2230E4907A810521FCE729E2FFF6.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | uniform lowp vec4 DiffuseColor;
5 | uniform highp mat4 WorldViewProjectionMatrix;
6 | varying lowp vec4 vColor0;
7 |
8 | void main(void)
9 | {
10 | vColor0 = DiffuseColor;
11 | gl_Position = WorldViewProjectionMatrix * Vertex;
12 | }
13 |
--------------------------------------------------------------------------------
/shaders/glsl/215F002BDA668CC18E43B16F8D86ED99BEBD5DEF.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 |
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 |
8 | varying mediump vec2 vCoord;
9 |
10 | void main(void)
11 | {
12 | vCoord = TexCoord0;
13 | gl_Position = WorldViewProjectionMatrix * Vertex;
14 | }
15 |
--------------------------------------------------------------------------------
/shaders/glsl/39FCB73148851B7AA84C3B74D3EEC5414D512636.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute lowp vec4 Color0;
5 |
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 |
8 | varying lowp vec4 vColor0;
9 |
10 | void main(void)
11 | {
12 | vColor0 = Color0;
13 | gl_Position = WorldViewProjectionMatrix * Vertex;
14 | }
15 |
--------------------------------------------------------------------------------
/shaders/cg/74935803B7E52251921542C6BCDBD096E9C3CDE8.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 |
7 | void main(
8 | float4 Vertex,
9 | float4 out gl_Position : POSITION,
10 | float out gl_PointSize : PSIZE
11 | ) {
12 | gl_PointSize = 1.0f;
13 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
14 | }
15 |
--------------------------------------------------------------------------------
/shaders/glsl/D2B901EA221A6A10BB1E9DADE6239B731F801846.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 |
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 |
8 | varying mediump vec2 vCoord0;
9 |
10 | void main(void)
11 | {
12 | vCoord0 = TexCoord0;
13 | gl_Position = WorldViewProjectionMatrix * Vertex;
14 | }
15 |
--------------------------------------------------------------------------------
/shaders/cg/84256C21676DF1A1810515E34067C3587FCCCB24.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | void main(
6 | float4 Vertex,
7 | float2 Texcoord0,
8 | float2 out vCoord0 : TEXCOORD0,
9 | float4 out gl_Position : POSITION,
10 | float out gl_PointSize : PSIZE
11 | ) {
12 | gl_PointSize = 1.0f;
13 | vCoord0 = Texcoord0;
14 | gl_Position = Vertex;
15 | }
16 |
--------------------------------------------------------------------------------
/extras/icons/square.svg:
--------------------------------------------------------------------------------
1 |
11 |
--------------------------------------------------------------------------------
/shaders/cg/516D26BE9D84FD151608A5B8DB813C01688299EF.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D DiffuseSampler;
6 |
7 | void main(
8 | float2 vCoord0 : TEXCOORD0,
9 | float4 vColor : TEXCOORD1,
10 | float4 out gl_FragColor : COLOR
11 | ) {
12 | float4 diffuseMap = tex2D(DiffuseSampler, vCoord0);
13 | gl_FragColor = diffuseMap * vColor;
14 | }
15 |
--------------------------------------------------------------------------------
/shaders/cg/F0971D47248F64A868108F9A034E90E20FB0C6A1.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture1;
6 | uniform sampler2D texture2;
7 |
8 | void main(
9 | float2 vCoord0 : TEXCOORD0,
10 | float4 vColor0 : COLOR0,
11 | float4 out gl_FragColor : COLOR
12 | ) {
13 | gl_FragColor = tex2D(texture1, vCoord0) * tex2D(texture2, vCoord0) * vColor0;
14 | }
15 |
--------------------------------------------------------------------------------
/shaders/glsl/854E7B027E568FFC67CC53BBE188CA164C785CE5.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 |
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 |
8 | varying mediump vec2 vCoord0;
9 |
10 | void main(void)
11 | {
12 | mediump vec2 uv = TexCoord0;
13 | vCoord0 = uv;
14 | gl_Position = WorldViewProjectionMatrix * Vertex;
15 | }
16 |
--------------------------------------------------------------------------------
/shaders/cg/80ADA5CF271FC2708853879E7C557D0F2A1E6081.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D glitch_texture;
6 |
7 | void main(
8 | float2 vCoord0 : TEXCOORD0,
9 | float4 vColor0 : COLOR0,
10 | float4 out gl_FragColor : COLOR
11 | ) {
12 | float4 texColor = tex2D(glitch_texture, vCoord0);
13 | gl_FragColor = float4(texColor.rgb * vColor0.rgb, texColor.a);
14 | }
15 |
--------------------------------------------------------------------------------
/shaders/glsl/6CA96C48C3A2F6B08E0BA10FFE850A774CB50151.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 |
5 | uniform mediump float scale;
6 | varying mediump vec2 vCoord;
7 |
8 | void main()
9 | {
10 | mediump vec4 color = texture2D(texture0, vCoord);
11 | mediump float average = 0.33 * (color.r + color.g + color.b);
12 |
13 | gl_FragColor = mix(color, vec4(average,average,average,average), scale);
14 | }
15 |
--------------------------------------------------------------------------------
/extras/icons/triangle.svg:
--------------------------------------------------------------------------------
1 |
11 |
--------------------------------------------------------------------------------
/extras/icons/cross.svg:
--------------------------------------------------------------------------------
1 |
12 |
--------------------------------------------------------------------------------
/shaders/cg/39FCB73148851B7AA84C3B74D3EEC5414D512636.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 |
7 | void main(
8 | float4 Vertex,
9 | float4 Color0,
10 | float4 out vColor0 : COLOR0,
11 | float4 out gl_Position : POSITION,
12 | float out gl_PointSize : PSIZE
13 | ) {
14 | gl_PointSize = 1.0f;
15 | vColor0 = Color0;
16 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
17 | }
18 |
--------------------------------------------------------------------------------
/extras/cpuinfo:
--------------------------------------------------------------------------------
1 | Processor : ARMv7 Processor rev 10 (v7l)
2 | processor : 0
3 | BogoMIPS : 2325.52
4 |
5 | processor : 1
6 | BogoMIPS : 2325.52
7 |
8 | Features : swp half thumb fastmult vfp edsp thumbee neon vfpv3
9 | CPU implementer : 0x41
10 | CPU architecture: 7
11 | CPU variant : 0x2
12 | CPU part : 0xc09
13 | CPU revision : 10
14 |
15 | Hardware : Tuna
16 | Revision : 0009
17 | Serial : 016b65af1300a019
18 |
--------------------------------------------------------------------------------
/shaders/cg/215F002BDA668CC18E43B16F8D86ED99BEBD5DEF.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 |
7 | void main(
8 | float4 Vertex,
9 | float2 TexCoord0,
10 | float2 out vCoord : TEXCOORD0,
11 | float4 out gl_Position : POSITION,
12 | float out gl_PointSize : PSIZE
13 | ) {
14 | gl_PointSize = 1.0f;
15 | vCoord = TexCoord0;
16 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
17 | }
18 |
--------------------------------------------------------------------------------
/shaders/glsl/6C2B9FC890E5530BC48CF8F85045D4B0301E8391.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 | uniform lowp sampler2D texture1;
5 | uniform lowp float interpolation;
6 |
7 | varying mediump vec2 vCoord0;
8 |
9 | void main()
10 | {
11 | lowp vec4 texColor0 = texture2D(texture0, vCoord0);
12 | lowp vec4 texColor1 = texture2D(texture1, vCoord0);
13 |
14 | gl_FragColor = mix(texColor0, texColor1, interpolation);
15 | }
16 |
--------------------------------------------------------------------------------
/shaders/cg/D2B901EA221A6A10BB1E9DADE6239B731F801846.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 |
7 | void main(
8 | float4 Vertex,
9 | float2 TexCoord0,
10 | float2 out vCoord0 : TEXCOORD0,
11 | float4 out gl_Position : POSITION,
12 | float out gl_PointSize : PSIZE
13 | ) {
14 | gl_PointSize = 1.0f;
15 | vCoord0 = TexCoord0;
16 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
17 | }
18 |
--------------------------------------------------------------------------------
/shaders/cg/6CA96C48C3A2F6B08E0BA10FFE850A774CB50151.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 |
7 | uniform float scale;
8 |
9 | void main(
10 | float2 vCoord : TEXCOORD0,
11 | float4 out gl_FragColor : COLOR
12 | ) {
13 | float4 color = tex2D(texture0, vCoord);
14 | float average = 0.33 * (color.r + color.g + color.b);
15 |
16 | gl_FragColor = lerp(color, float4(average,average,average,average), scale);
17 | }
18 |
--------------------------------------------------------------------------------
/shaders/cg/C40AF8C3D0FF2230E4907A810521FCE729E2FFF6.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4 DiffuseColor;
6 | uniform float4x4 WorldViewProjectionMatrix;
7 |
8 | void main(
9 | float4 Vertex,
10 | float4 out vColor0 : COLOR0,
11 | float4 out gl_Position : POSITION,
12 | float out gl_PointSize : PSIZE
13 | ) {
14 | gl_PointSize = 1.0f;
15 | vColor0 = DiffuseColor;
16 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
17 | }
18 |
--------------------------------------------------------------------------------
/shaders/glsl/027CD40636AD8A050166F97BA9960BD723B9FABF.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 | varying mediump vec2 vCoord0;
5 | uniform lowp float threshold;
6 |
7 | void main()
8 | {
9 | lowp vec4 color = texture2D(texture0, vCoord0);
10 |
11 | lowp float average = 0.33 * (color.r + color.g + color.b) - threshold;
12 |
13 | color.r = max(0.0, average);
14 | color.g = color.r;
15 | color.b = color.r;
16 |
17 | gl_FragColor = color;
18 | }
19 |
--------------------------------------------------------------------------------
/shaders/glsl/5C0B647D52957FFCC57DB676042AC44FB8C13B90.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 | uniform lowp sampler2D texture1;
5 |
6 | uniform lowp float scale;
7 |
8 | varying mediump vec2 vCoord0;
9 | varying mediump vec2 vCoord1;
10 |
11 | void main()
12 | {
13 | mediump vec2 normal = texture2D(texture1, vCoord1).xy + vec2(-0.5,-0.5);
14 | mediump vec2 uv = vCoord0 + normal * vec2(scale,scale);
15 | gl_FragColor = texture2D(texture0, uv);
16 | }
17 |
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/shaders/cg/6C2B9FC890E5530BC48CF8F85045D4B0301E8391.cg:
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1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 | uniform sampler2D texture1;
7 | uniform float interpolation;
8 |
9 | void main(
10 | float2 vCoord0 : TEXCOORD0,
11 | float4 out gl_FragColor : COLOR
12 | ) {
13 | float4 texColor0 = tex2D(texture0, vCoord0);
14 | float4 texColor1 = tex2D(texture1, vCoord0);
15 |
16 | gl_FragColor = lerp(texColor0, texColor1, interpolation);
17 | }
18 |
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/shaders/cg/854E7B027E568FFC67CC53BBE188CA164C785CE5.cg:
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1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 |
7 | void main(
8 | float4 Vertex,
9 | float2 TexCoord0,
10 | float2 out vCoord0 : TEXCOORD0,
11 | float4 out gl_Position : POSITION,
12 | float out gl_PointSize : PSIZE
13 | ) {
14 | gl_PointSize = 1.0f;
15 | float2 uv = TexCoord0;
16 | vCoord0 = uv;
17 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
18 | }
19 |
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/shaders/glsl/E269C9F4925272A49221628E19F460B7F473EB83.glsl:
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1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 | attribute mediump vec2 TexCoord1;
6 |
7 | uniform highp mat4 WorldViewProjectionMatrix;
8 | uniform mediump vec2 texelSize;
9 |
10 | varying mediump vec2 vCoordSource;
11 |
12 | void main(void)
13 | {
14 | vCoordSource = TexCoord1;// + vec2(0.5 * texelSize.x,0.5 * texelSize.y);
15 | gl_Position = WorldViewProjectionMatrix * Vertex;
16 | }
17 |
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/shaders/glsl/72B3FE7B31E416C019D4104DB85E955385BD475F.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 | attribute highp vec4 color;
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 | varying mediump vec2 vCoord0;
8 | varying lowp vec4 vColor;
9 | uniform highp mat4 texturemat0;
10 |
11 | void main()
12 | {
13 | gl_Position = WorldViewProjectionMatrix * Vertex;
14 | vCoord0 = TexCoord0;
15 | vColor = color;
16 | }
17 |
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/shaders/cg/5C0B647D52957FFCC57DB676042AC44FB8C13B90.cg:
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1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 | uniform sampler2D texture1;
7 |
8 | uniform float scale;
9 |
10 | void main(
11 | float2 vCoord0 : TEXCOORD0,
12 | float2 vCoord1 : TEXCOORD1,
13 | float4 out gl_FragColor : COLOR
14 | ) {
15 | float2 normal = tex2D(texture1, vCoord1).xy + float2(-0.5,-0.5);
16 | float2 uv = vCoord0 + normal * float2(scale,scale);
17 | gl_FragColor = tex2D(texture0, uv);
18 | }
19 |
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/shaders/glsl/BA27B443D0A404D8C451EC04083DE00E710CB2E8.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 |
5 | varying mediump vec2 vCoord1;
6 | varying mediump vec2 vCoord2;
7 | varying mediump vec2 vCoord3;
8 |
9 | void main()
10 | {
11 | mediump vec4 b0 = texture2D(texture0, vCoord1);
12 | mediump vec4 b1 = texture2D(texture0, vCoord2);
13 | mediump vec4 b2 = texture2D(texture0, vCoord3);
14 |
15 | gl_FragColor.r = b0.r;
16 | gl_FragColor.g = b1.g;
17 | gl_FragColor.b = b2.b;
18 | }
19 |
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/shaders/glsl/A5609AD53F829CC74C5159473639A3DB468367AF.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D TextureSampler;
4 | uniform lowp sampler2D TextureSampler_alpha;
5 | uniform lowp vec4 DiffuseColor;
6 |
7 | varying highp vec2 vTexCoord0;
8 | varying lowp vec4 vColor0;
9 |
10 | void main()
11 | {
12 | lowp vec4 color;
13 |
14 | color.rgb = texture2D(TextureSampler, vTexCoord0).rgb * vColor0.rgb;
15 | color.a = texture2D(TextureSampler_alpha, vTexCoord0).g * vColor0.a;
16 |
17 | gl_FragColor = color;
18 | }
19 |
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/shaders/cg/027CD40636AD8A050166F97BA9960BD723B9FABF.cg:
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1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 | uniform float threshold;
7 |
8 | void main(
9 | float2 vCoord0 : TEXCOORD0,
10 | float4 out gl_FragColor : COLOR
11 | ) {
12 | float4 color = tex2D(texture0, vCoord0);
13 |
14 | float average = 0.33 * (color.r + color.g + color.b) - threshold;
15 |
16 | color.r = max(0.0, average);
17 | color.g = color.r;
18 | color.b = color.r;
19 |
20 | gl_FragColor = color;
21 | }
22 |
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/shaders/cg/E269C9F4925272A49221628E19F460B7F473EB83.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float2 texelSize;
7 |
8 | void main(
9 | float4 Vertex,
10 | float2 TexCoord0,
11 | float2 TexCoord1,
12 | float2 out vCoordSource : TEXCOORD5,
13 | float4 out gl_Position : POSITION,
14 | float out gl_PointSize : PSIZE
15 | ) {
16 | gl_PointSize = 1.0f;
17 | vCoordSource = TexCoord1;
18 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
19 | }
20 |
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/shaders/glsl/3BB29B057CF9C262CC8999025E52C79793E6691B.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 | uniform lowp sampler2D texture1;
5 |
6 | uniform lowp float scale;
7 |
8 | varying mediump vec2 vCoord0;
9 |
10 | void main()
11 | {
12 | mediump vec2 normal = texture2D(texture1, vCoord0).xy + vec2(-0.498,-0.498); // NOTE: using 0.498 instead of 0.5 to make sure a value of 0x7F will return 0
13 | mediump vec2 uv = vCoord0 + normal * vec2(scale,scale);
14 | gl_FragColor = texture2D(texture0, uv);
15 | }
16 |
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/shaders/glsl/DCD1DBD70BC96917BF9A985C9AFD1AED35FDC28E.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D TextureSampler;
4 | uniform lowp sampler2D TextureSampler_alpha;
5 | uniform lowp vec4 DiffuseColor;
6 |
7 | varying highp vec2 vTexCoord0;
8 | varying lowp vec4 vColor0;
9 |
10 | void main()
11 | {
12 | lowp vec4 color;
13 |
14 | color.a = texture2D(TextureSampler_alpha, vTexCoord0).g * vColor0.a;
15 | color.rgb = texture2D(TextureSampler, vTexCoord0).rgb * vColor0.rgb * color.a;
16 |
17 | gl_FragColor = color;
18 | }
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/shaders/cg/72B3FE7B31E416C019D4104DB85E955385BD475F.cg:
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1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float4x4 texturemat0;
7 |
8 | void main(
9 | float4 Vertex,
10 | float2 TexCoord0,
11 | float4 color,
12 | float2 out vCoord0 : TEXCOORD0,
13 | float4 out vColor : TEXCOORD1,
14 | float4 out gl_Position : POSITION
15 | ) {
16 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
17 | vCoord0 = TexCoord0;
18 | vColor = color;
19 | }
20 |
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/extras/icons/circle.svg:
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1 |
11 |
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/shaders/cg/BA27B443D0A404D8C451EC04083DE00E710CB2E8.cg:
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1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 |
7 | void main(
8 | float2 vCoord1 : TEXCOORD1,
9 | float2 vCoord2 : TEXCOORD2,
10 | float2 vCoord3 : TEXCOORD3,
11 | float4 out gl_FragColor : COLOR
12 | ) {
13 | float4 b0 = tex2D(texture0, vCoord1);
14 | float4 b1 = tex2D(texture0, vCoord2);
15 | float4 b2 = tex2D(texture0, vCoord3);
16 |
17 | gl_FragColor.r = b0.r;
18 | gl_FragColor.g = b1.g;
19 | gl_FragColor.b = b2.b;
20 | }
21 |
--------------------------------------------------------------------------------
/shaders/glsl/6E21224021CB11F89E9E713E76AAA474E2CF943B.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 | attribute highp vec4 color;
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 | varying mediump vec2 vCoord0;
8 | varying lowp vec4 vColor;
9 | uniform highp mat4 texturemat0;
10 |
11 | void main()
12 | {
13 | gl_Position = WorldViewProjectionMatrix * Vertex;
14 | vCoord0 = (texturemat0 * vec4(TexCoord0, 1, 0)).xy;
15 | vColor = color;
16 | }
17 |
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/shaders/glsl/7CCA7577E6A09ABC8C88E4DFE089B9EEB8406087.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 | attribute highp vec4 color;
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 | varying mediump vec2 vCoord0;
8 | varying lowp vec4 vColor;
9 | uniform highp mat4 texturemat0;
10 |
11 | void main()
12 | {
13 | gl_Position = WorldViewProjectionMatrix * Vertex;
14 | vCoord0 = (texturemat0 * vec4(TexCoord0, 1, 0)).xy;
15 | vColor = color;
16 | }
17 |
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/shaders/glsl/2E48A68A721D385FEFE7DAA7F1B3B8B090E98637.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 | attribute mediump vec2 TexCoord1;
6 |
7 | uniform highp mat4 WorldViewProjectionMatrix;
8 | uniform mediump vec2 texelSize;
9 |
10 | varying mediump vec2 vCoordSource;
11 | varying mediump vec2 vCoordDecimated;
12 |
13 | void main(void)
14 | {
15 | vCoordDecimated = TexCoord1;// + vec2(0.5 * texelSize.x,0.5 * texelSize.y);
16 | gl_Position = WorldViewProjectionMatrix * Vertex;
17 | }
18 |
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/shaders/cg/02E2224C93BE494DDE41808058954A6B72760B24.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 |
7 | void main(
8 | float4 Position,
9 | float4 Color0,
10 | float2 TexCoord0,
11 | float2 out vTexCoord0 : TEXCOORD0,
12 | float4 out vColor0 : COLOR0,
13 | float4 out gl_Position : POSITION,
14 | float out gl_PointSize : PSIZE
15 | ) {
16 | gl_PointSize = 1.0f;
17 | gl_Position = mul(Position, WorldViewProjectionMatrix);
18 | vColor0 = Color0;
19 | vTexCoord0 = TexCoord0;
20 | }
21 |
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/shaders/glsl/9F4F668C7715C955E680407795452E5B18DF6D30.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define ADDITIVE
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 | attribute highp vec4 color;
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 | varying mediump vec2 vCoord0;
8 | varying lowp vec4 vColor;
9 | uniform highp mat4 texturemat0;
10 |
11 | void main()
12 | {
13 | gl_Position = WorldViewProjectionMatrix * Vertex;
14 | vCoord0 = (texturemat0 * vec4(TexCoord0, 1, 0)).xy;
15 | vColor = color;
16 | }
--------------------------------------------------------------------------------
/shaders/glsl/B02D045DCE2C27771DF3F96BB0CCBC1DC7EA6D2D.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define DIFFUSECOLOR
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 | attribute highp vec4 color;
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 | varying mediump vec2 vCoord0;
8 | varying lowp vec4 vColor;
9 | uniform highp mat4 texturemat0;
10 |
11 | void main()
12 | {
13 | gl_Position = WorldViewProjectionMatrix * Vertex;
14 | vCoord0 = (texturemat0 * vec4(TexCoord0, 1, 0)).xy;
15 | vColor = color;
16 | }
--------------------------------------------------------------------------------
/shaders/cg/3BB29B057CF9C262CC8999025E52C79793E6691B.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 | uniform sampler2D texture1;
7 |
8 | uniform float scale;
9 |
10 | void main(
11 | float2 vCoord0 : TEXCOORD0,
12 | float4 out gl_FragColor : COLOR
13 | ) {
14 | float2 normal = tex2D(texture1, vCoord0).xy + float2(-0.498,-0.498); // NOTE: using 0.498 instead of 0.5 to make sure a value of 0x7F will return 0
15 | float2 uv = vCoord0 + normal * float2(scale,scale);
16 | gl_FragColor = tex2D(texture0, uv);
17 | }
18 |
--------------------------------------------------------------------------------
/shaders/glsl/02E2224C93BE494DDE41808058954A6B72760B24.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Position;
4 | attribute lowp vec4 Color0;
5 |
6 | attribute highp vec2 TexCoord0;
7 | varying highp vec2 vTexCoord0;
8 |
9 | uniform highp mat4 WorldViewProjectionMatrix;
10 |
11 | //uniform mediump vec4 DiffuseColor;
12 |
13 | varying lowp vec4 vColor0;
14 |
15 | void main(void)
16 | {
17 | gl_Position = WorldViewProjectionMatrix * Position;
18 |
19 | vColor0 = Color0;
20 |
21 | //vColor0 *= DiffuseColor;
22 | vTexCoord0 = TexCoord0;
23 | }
24 |
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/shaders/cg/6E21224021CB11F89E9E713E76AAA474E2CF943B.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float4x4 texturemat0;
7 |
8 | void main(
9 | float4 Vertex,
10 | float2 TexCoord0,
11 | float4 color,
12 | float2 out vCoord0 : TEXCOORD0,
13 | float4 out vColor : TEXCOORD1,
14 | float4 out gl_Position : POSITION
15 | ) {
16 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
17 | vCoord0 = mul(float4(TexCoord0, 1, 0), texturemat0).xy;
18 | vColor = color;
19 | }
20 |
--------------------------------------------------------------------------------
/shaders/cg/7CCA7577E6A09ABC8C88E4DFE089B9EEB8406087.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float4x4 texturemat0;
7 |
8 | void main(
9 | float4 Vertex,
10 | float2 TexCoord0,
11 | float4 color,
12 | float2 out vCoord0 : TEXCOORD0,
13 | float4 out vColor : TEXCOORD1,
14 | float4 out gl_Position : POSITION
15 | ) {
16 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
17 | vCoord0 = mul(float4(TexCoord0, 1, 0), texturemat0).xy;
18 | vColor = color;
19 | }
20 |
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/shaders/cg/A5609AD53F829CC74C5159473639A3DB468367AF.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D TextureSampler;
6 | uniform sampler2D TextureSampler_alpha;
7 | uniform float4 DiffuseColor;
8 |
9 | void main(
10 | float2 vTexCoord0 : TEXCOORD0,
11 | float4 vColor0 : COLOR0,
12 | float4 out gl_FragColor : COLOR
13 | ) {
14 | float4 color;
15 |
16 | color.rgb = tex2D(TextureSampler, vTexCoord0).rgb * vColor0.rgb;
17 | color.a = tex2D(TextureSampler_alpha, vTexCoord0).g * vColor0.a;
18 |
19 | gl_FragColor = color;
20 | }
21 |
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/shaders/glsl/C8ECA31BC238A01730DB4AAC278CCE5BC7318281.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 |
4 | attribute highp vec4 Vertex;
5 | attribute mediump vec2 TexCoord0;
6 | attribute highp vec3 Normal;
7 | attribute lowp vec4 color;
8 |
9 | uniform highp mat4 WorldViewProjectionMatrix;
10 | uniform mediump vec2 uvOffset;
11 |
12 | varying mediump vec2 vCoord0;
13 | varying lowp vec4 vColor;
14 |
15 | void main()
16 | {
17 | vec4 pos = WorldViewProjectionMatrix * Vertex;
18 | vCoord0 = TexCoord0.xy + uvOffset;
19 | vColor = color;
20 | gl_Position = pos;
21 | }
22 |
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/shaders/glsl/common/common_shader_17.glsl:
--------------------------------------------------------------------------------
1 | uniform lowp sampler2D DiffuseMapSampler;
2 | uniform lowp sampler2D GeneratedWaterNormals;
3 | uniform lowp vec4 DiffuseColor;
4 |
5 | varying mediump vec2 vCoord0;
6 | varying lowp vec4 vColor;
7 |
8 | void main()
9 | {
10 | #ifdef WATER
11 | lowp vec4 color = texture2D(GeneratedWaterNormals, vCoord0) * DiffuseColor;
12 | color.a = vColor.a;
13 | gl_FragColor = color;
14 | #else
15 | lowp vec4 color = texture2D(DiffuseMapSampler, vCoord0);
16 | color.a = vColor.a;
17 | gl_FragColor = color;
18 | #endif
19 | }
20 |
--------------------------------------------------------------------------------
/shaders/cg/2E48A68A721D385FEFE7DAA7F1B3B8B090E98637.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float2 texelSize;
7 |
8 | void main(
9 | float4 Vertex,
10 | float2 TexCoord0,
11 | float2 TexCoord1,
12 | float2 out vCoordSource : TEXCOORD5,
13 | float2 out vCoordDecimated : TEXCOORD4,
14 | float4 out gl_Position : POSITION,
15 | float out gl_PointSize : PSIZE
16 | ) {
17 | gl_PointSize = 1.0f;
18 | vCoordDecimated = TexCoord1;
19 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
20 | }
21 |
--------------------------------------------------------------------------------
/shaders/cg/C8ECA31BC238A01730DB4AAC278CCE5BC7318281.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float2 uvOffset;
7 |
8 |
9 | void main(
10 | float4 Vertex,
11 | float2 TexCoord0,
12 | float3 Normal,
13 | float4 color,
14 | float2 out vCoord0 : TEXCOORD0,
15 | float4 out vColor : TEXCOORD1,
16 | float4 out gl_Position : POSITION
17 | ) {
18 | float4 pos = mul(Vertex, WorldViewProjectionMatrix);
19 | vCoord0 = TexCoord0.xy + uvOffset;
20 | vColor = color;
21 | gl_Position = pos;
22 | }
23 |
--------------------------------------------------------------------------------
/shaders/cg/DCD1DBD70BC96917BF9A985C9AFD1AED35FDC28E.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D TextureSampler;
6 | uniform sampler2D TextureSampler_alpha;
7 | uniform float4 DiffuseColor;
8 |
9 | void main(
10 | float2 vTexCoord0 : TEXCOORD0,
11 | float4 vColor0 : COLOR0,
12 | float4 out gl_FragColor : COLOR
13 | ) {
14 | float4 color;
15 |
16 | color.a = tex2D(TextureSampler_alpha, vTexCoord0).g * vColor0.a;
17 | color.rgb = tex2D(TextureSampler, vTexCoord0).rgb * vColor0.rgb * color.a;
18 |
19 | gl_FragColor = color;
20 | }
21 |
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/shaders/glsl/551E79EC1CE283D98DDC13F5EA20A43F8BF48C5D.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 | #define WATER
3 |
4 | attribute highp vec4 Vertex;
5 | attribute mediump vec2 TexCoord0;
6 | attribute highp vec3 Normal;
7 | attribute lowp vec4 color;
8 |
9 | uniform highp mat4 WorldViewProjectionMatrix;
10 | uniform mediump vec2 uvOffset;
11 |
12 | varying mediump vec2 vCoord0;
13 | varying lowp vec4 vColor;
14 |
15 | void main()
16 | {
17 | vec4 pos = WorldViewProjectionMatrix * Vertex;
18 | vCoord0 = TexCoord0.xy + uvOffset;
19 | vColor = color;
20 | gl_Position = pos;
21 | }
22 |
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/shaders/cg/551E79EC1CE283D98DDC13F5EA20A43F8BF48C5D.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 | #define WATER
5 |
6 | uniform float4x4 WorldViewProjectionMatrix;
7 | uniform float2 uvOffset;
8 |
9 | void main(
10 | float4 Vertex,
11 | float2 TexCoord0,
12 | float3 Normal,
13 | float4 color,
14 | float2 out vCoord0 : TEXCOORD0,
15 | float4 out vColor : TEXCOORD1,
16 | float4 out gl_Position : POSITION
17 | ) {
18 | float4 pos = mul(Vertex, WorldViewProjectionMatrix);
19 | vCoord0 = TexCoord0.xy + uvOffset;
20 | vColor = color;
21 | gl_Position = pos;
22 | }
23 |
--------------------------------------------------------------------------------
/shaders/cg/9F4F668C7715C955E680407795452E5B18DF6D30.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 | #define ADDITIVE
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float4x4 texturemat0;
7 |
8 | void main(
9 | float4 Vertex,
10 | float2 TexCoord0,
11 | float4 color,
12 | float2 out vCoord0 : TEXCOORD0,
13 | float4 out vColor : TEXCOORD1,
14 | float4 out gl_Position : POSITION
15 | ) {
16 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
17 | vCoord0 = mul(float4(TexCoord0, 1, 0), texturemat0).xy;
18 | vColor = color;
19 | }
20 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_17.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | uniform sampler2D DiffuseMapSampler;
4 | uniform sampler2D GeneratedWaterNormals;
5 | uniform float4 DiffuseColor;
6 |
7 | void main(
8 | float2 vCoord0 : TEXCOORD0,
9 | float4 vColor : TEXCOORD1,
10 | float4 out gl_FragColor : COLOR
11 | ) {
12 | #ifdef WATER
13 | float4 color = tex2D(GeneratedWaterNormals, vCoord0) * DiffuseColor;
14 | color.a = vColor.a;
15 | gl_FragColor = color;
16 | #else
17 | float4 color = tex2D(DiffuseMapSampler, vCoord0);
18 | color.a = vColor.a;
19 | gl_FragColor = color;
20 | #endif
21 | }
22 |
--------------------------------------------------------------------------------
/shaders/cg/B02D045DCE2C27771DF3F96BB0CCBC1DC7EA6D2D.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | #define DIFFUSECOLOR
6 |
7 | uniform float4x4 WorldViewProjectionMatrix;
8 | uniform float4x4 texturemat0;
9 |
10 | void main(
11 | float4 Vertex,
12 | float2 TexCoord0,
13 | float4 color,
14 | float2 out vCoord0 : TEXCOORD0,
15 | float4 out vColor : TEXCOORD1,
16 | float4 out gl_Position : POSITION
17 | ) {
18 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
19 | vCoord0 = mul(float4(TexCoord0, 1, 0), texturemat0).xy;
20 | vColor = color;
21 | }
22 |
--------------------------------------------------------------------------------
/shaders/glsl/0D60B044FB5332BAC699DD4CFCFDD268C98F48BC.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 |
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 | uniform mediump float texelSize;
8 | uniform mediump float resizedTexelSize;
9 |
10 | varying mediump vec2 vCoord0;
11 | varying mediump vec2 vCoord1;
12 |
13 | void main(void)
14 | {
15 | vCoord0 = TexCoord0 + vec2(0.5 * texelSize,0.5 * texelSize);
16 | vCoord1 = TexCoord0;// + vec2(0.5 * resizedTexelSize,0.5 * resizedTexelSize);
17 |
18 | gl_Position = WorldViewProjectionMatrix * Vertex;
19 | }
20 |
--------------------------------------------------------------------------------
/shaders/glsl/412FC0A6A3242B9864C98947946679C28D5DE90D.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 |
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 | uniform highp float offsetX;
8 | uniform highp float offsetY;
9 | uniform highp float uvScale;
10 |
11 | varying mediump vec2 vCoord0;
12 | varying mediump vec2 vCoord1;
13 |
14 | void main(void)
15 | {
16 | mediump vec2 uv = TexCoord0;
17 | vCoord0 = uv;
18 | vCoord1 = (uv + vec2(-0.5,-0.5) + vec2(offsetX,offsetY))*uvScale + vec2(0.5,0.5);
19 | gl_Position = WorldViewProjectionMatrix * Vertex;
20 | }
21 |
--------------------------------------------------------------------------------
/shaders/glsl/42C560E5CCFE7E6F8CC15EEFEAA65AA2BAEE175B.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 |
5 | varying mediump vec2 vCoord0;
6 | varying mediump vec2 vCoord1;
7 | varying mediump vec2 vCoord2;
8 | varying mediump vec2 vCoord3;
9 | varying mediump vec2 vCoord4;
10 |
11 | void main()
12 | {
13 | lowp vec4 color = 0.2 * texture2D(texture0, vCoord0);
14 | color += 0.2 * texture2D(texture0, vCoord1);
15 | color += 0.2 * texture2D(texture0, vCoord2);
16 | color += 0.2 * texture2D(texture0, vCoord3);
17 | color += 0.2 * texture2D(texture0, vCoord4);
18 |
19 | gl_FragColor = color;
20 | }
21 |
22 |
--------------------------------------------------------------------------------
/extras/icons/joystick-left.svg:
--------------------------------------------------------------------------------
1 |
12 |
--------------------------------------------------------------------------------
/shaders/glsl/0D2665162A6833543970D2850CE4AFA4D9FE3C72.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 |
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 | uniform highp float offsetX;
8 | uniform highp float offsetY;
9 |
10 | varying mediump vec2 vCoord1;
11 | varying mediump vec2 vCoord2;
12 | varying mediump vec2 vCoord3;
13 |
14 | void main(void)
15 | {
16 | mediump vec2 uv = TexCoord0;
17 | vCoord1 = uv + vec2(offsetX, 0);
18 | vCoord2 = uv + vec2(-offsetX, 0);
19 | vCoord3 = uv + vec2(0, offsetY);
20 | gl_Position = WorldViewProjectionMatrix * Vertex;
21 | }
22 |
--------------------------------------------------------------------------------
/shaders/cg/0D60B044FB5332BAC699DD4CFCFDD268C98F48BC.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float texelSize;
7 | uniform float resizedTexelSize;
8 |
9 | void main(
10 | float4 Vertex,
11 | float2 TexCoord0,
12 | float2 out vCoord0 : TEXCOORD0,
13 | float2 out vCoord1 : TEXCOORD1,
14 | float4 out gl_Position : POSITION,
15 | float out gl_PointSize : PSIZE
16 | ) {
17 | gl_PointSize = 1.0f;
18 | vCoord0 = TexCoord0 + float2(0.5 * texelSize,0.5 * texelSize);
19 | vCoord1 = TexCoord0;
20 |
21 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
22 | }
23 |
--------------------------------------------------------------------------------
/source/utils/init.h:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright (C) 2022-2024 Volodymyr Atamanenko
3 | *
4 | * This software may be modified and distributed under the terms
5 | * of the MIT license. See the LICENSE file for details.
6 | */
7 |
8 | /**
9 | * @file init.h
10 | * @brief so-loader initialization routines.
11 | */
12 |
13 | #ifndef SOLOADER_INIT_H
14 | #define SOLOADER_INIT_H
15 |
16 | #include
17 |
18 | #ifdef __cplusplus
19 | extern "C" {
20 | #endif
21 |
22 | void resolve_imports(so_module *mod);
23 |
24 | void so_patch();
25 |
26 | void soloader_init_all();
27 |
28 | #ifdef __cplusplus
29 | };
30 | #endif
31 |
32 | #endif // SOLOADER_INIT_H
33 |
--------------------------------------------------------------------------------
/shaders/cg/42C560E5CCFE7E6F8CC15EEFEAA65AA2BAEE175B.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 |
7 | void main(
8 | float2 vCoord0 : TEXCOORD0,
9 | float2 vCoord1 : TEXCOORD1,
10 | float2 vCoord2 : TEXCOORD2,
11 | float2 vCoord3 : TEXCOORD3,
12 | float2 vCoord4 : TEXCOORD4,
13 | float4 out gl_FragColor : COLOR
14 | ) {
15 | float4 color = 0.2 * tex2D(texture0, vCoord0);
16 | color += 0.2 * tex2D(texture0, vCoord1);
17 | color += 0.2 * tex2D(texture0, vCoord2);
18 | color += 0.2 * tex2D(texture0, vCoord3);
19 | color += 0.2 * tex2D(texture0, vCoord4);
20 |
21 | gl_FragColor = color;
22 | }
23 |
--------------------------------------------------------------------------------
/shaders/glsl/BF648C749EC4C79A1D6DA27580A286569073CAAB.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 | uniform lowp float scale;
5 |
6 | varying mediump vec2 vCoord0;
7 | varying mediump vec2 vCoord1;
8 | varying mediump vec2 vCoord2;
9 | varying mediump vec2 vCoord3;
10 | varying mediump vec2 vCoord4;
11 |
12 | void main()
13 | {
14 | lowp vec4 color = scale * texture2D(texture0, vCoord0);
15 | color += scale * texture2D(texture0, vCoord1);
16 | color += scale * texture2D(texture0, vCoord2);
17 | color += scale * texture2D(texture0, vCoord3);
18 | color += scale * texture2D(texture0, vCoord4);
19 | gl_FragColor = color;
20 | }
21 |
--------------------------------------------------------------------------------
/shaders/cg/BF648C749EC4C79A1D6DA27580A286569073CAAB.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 | uniform float scale;
7 |
8 | void main(
9 | float2 vCoord0 : TEXCOORD0,
10 | float2 vCoord1 : TEXCOORD1,
11 | float2 vCoord2 : TEXCOORD2,
12 | float2 vCoord3 : TEXCOORD3,
13 | float2 vCoord4 : TEXCOORD4,
14 | float4 out gl_FragColor : COLOR
15 | ) {
16 | float4 color = scale * tex2D(texture0, vCoord0);
17 | color += scale * tex2D(texture0, vCoord1);
18 | color += scale * tex2D(texture0, vCoord2);
19 | color += scale * tex2D(texture0, vCoord3);
20 | color += scale * tex2D(texture0, vCoord4);
21 | gl_FragColor = color;
22 | }
23 |
--------------------------------------------------------------------------------
/shaders/cg/412FC0A6A3242B9864C98947946679C28D5DE90D.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float offsetX;
7 | uniform float offsetY;
8 | uniform float uvScale;
9 |
10 | void main(
11 | float4 Vertex,
12 | float2 TexCoord0,
13 | float2 out vCoord0 : TEXCOORD0,
14 | float2 out vCoord1 : TEXCOORD1,
15 | float4 out gl_Position : POSITION,
16 | float out gl_PointSize : PSIZE
17 | ) {
18 | gl_PointSize = 1.0f;
19 | float2 uv = TexCoord0;
20 | vCoord0 = uv;
21 | vCoord1 = (uv + float2(-0.5,-0.5) + float2(offsetX,offsetY))*uvScale + float2(0.5,0.5);
22 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
23 | }
24 |
--------------------------------------------------------------------------------
/shaders/cg/B7AA541F2DE1F536A36427B4C88AA79E9B3B373F.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 | uniform sampler2D texture1;
7 | uniform float threshold;
8 | uniform float bloomFactor;
9 |
10 | uniform float texelSize;
11 | uniform float resizedTexelSize;
12 |
13 | float4 screen(float4 a, float4 b)
14 | {
15 | return b + (a * (1.0-b));
16 | }
17 |
18 | void main(
19 | float2 vCoord0 : TEXCOORD0,
20 | float2 vCoord1 : TEXCOORD1,
21 | float4 out gl_FragColor : COLOR
22 | ) {
23 | float4 color = tex2D(texture0, vCoord0);
24 | float4 bloom = tex2D(texture1, vCoord1);
25 |
26 | color = screen(color, bloom*1.1);
27 |
28 | gl_FragColor = color;
29 | }
30 |
--------------------------------------------------------------------------------
/shaders/cg/0D2665162A6833543970D2850CE4AFA4D9FE3C72.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float offsetX;
7 | uniform float offsetY;
8 |
9 | void main(
10 | float4 Vertex,
11 | float2 TexCoord0,
12 | float2 out vCoord1 : TEXCOORD1,
13 | float2 out vCoord2 : TEXCOORD2,
14 | float2 out vCoord3 : TEXCOORD3,
15 | float4 out gl_Position : POSITION,
16 | float out gl_PointSize : PSIZE
17 | ) {
18 | gl_PointSize = 1.0f;
19 | float2 uv = TexCoord0;
20 | vCoord1 = uv + float2(offsetX, 0);
21 | vCoord2 = uv + float2(-offsetX, 0);
22 | vCoord3 = uv + float2(0, offsetY);
23 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
24 | }
25 |
--------------------------------------------------------------------------------
/source/utils/settings.h:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright (C) 2022-2023 Volodymyr Atamanenko
3 | *
4 | * This software may be modified and distributed under the terms
5 | * of the MIT license. See the LICENSE file for details.
6 | */
7 |
8 | /**
9 | * @file settings.h
10 | * @brief Loader settings that can be set via a configurator app.
11 | */
12 |
13 | #ifndef SOLOADER_SETTINGS_H
14 | #define SOLOADER_SETTINGS_H
15 |
16 | #include "stdbool.h"
17 |
18 | #ifdef __cplusplus
19 | extern "C" {
20 | #endif
21 |
22 | extern int setting_sampleSetting;
23 | extern bool setting_sampleSetting2;
24 |
25 | void settings_load();
26 | void settings_save();
27 | void settings_reset();
28 |
29 | #ifdef __cplusplus
30 | };
31 | #endif
32 |
33 | #endif // SOLOADER_SETTINGS_H
34 |
--------------------------------------------------------------------------------
/lib/pthread-svelte/source/once.c:
--------------------------------------------------------------------------------
1 | #include "_pthread-svelte_internal.h"
2 |
3 | static SceKernelLwMutexWork _once_mutex = {{ MAGIC_NOT_INITED }};
4 |
5 | int pthread_svelte_once(pthread_svelte_once_t *once_control, void (*init_routine) (void)) {
6 | pthread_svelte_once_t once;
7 |
8 | if (once_control == NULL || init_routine == NULL) {
9 | return EINVAL;
10 | }
11 |
12 | if (_once_mutex.data[0] == MAGIC_NOT_INITED) {
13 | sceKernelCreateLwMutex(&_once_mutex, "pthread_once_mutex", 0, 0, NULL);
14 | }
15 |
16 | sceKernelLockLwMutex(&_once_mutex, 1, NULL);
17 |
18 | once = *once_control;
19 | *once_control = 1;
20 |
21 | sceKernelUnlockLwMutex(&_once_mutex, 1);
22 |
23 | if (!once) {
24 | init_routine();
25 | }
26 |
27 | return 0;
28 | }
29 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_7.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | uniform sampler2D texture0;
4 |
5 |
6 | void main(
7 | float2 vCoord0 : TEXCOORD0,
8 | float2 vCoord1 : TEXCOORD1,
9 | float2 vCoord2 : TEXCOORD2,
10 | float2 vCoord3 : TEXCOORD3,
11 | float2 vCoord4 : TEXCOORD4,
12 | float4 out gl_FragColor : COLOR
13 | ) {
14 | #ifdef LOW
15 | float4 color = 0.34 * tex2D(texture0, vCoord0);
16 | color += 0.33 * tex2D(texture0, vCoord1);
17 | color += 0.33 * tex2D(texture0, vCoord2);
18 | #else
19 | float4 color = 0.2 * tex2D(texture0, vCoord0);
20 | color += 0.2 * tex2D(texture0, vCoord1);
21 | color += 0.2 * tex2D(texture0, vCoord2);
22 | color += 0.2 * tex2D(texture0, vCoord3);
23 | color += 0.2 * tex2D(texture0, vCoord4);
24 | #endif
25 | gl_FragColor = color;
26 | }
27 |
--------------------------------------------------------------------------------
/source/utils/trophies.h:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright (C) 2023 Rinnegatamante
3 | * Copyright (C) 2023-2024 Volodymyr Atamanenko
4 | *
5 | * This software may be modified and distributed under the terms
6 | * of the MIT license. See the LICENSE file for details.
7 | */
8 |
9 | /**
10 | * @file trophies.h
11 | * @brief Provides methods to work with native trophies using NoTrpDrm
12 | */
13 |
14 | #ifndef SOLOADER_TROPHIES_H
15 | #define SOLOADER_TROPHIES_H
16 |
17 | #include "stdbool.h"
18 | #include "stdint.h"
19 |
20 | #ifdef __cplusplus
21 | extern "C" {
22 | #endif
23 |
24 | int trophies_init();
25 | void trophies_unlock(uint32_t id);
26 | bool trophies_is_unlocked(uint32_t id);
27 |
28 | #ifdef __cplusplus
29 | }
30 | #endif
31 |
32 | #endif // SOLOADER_TROPHIES_H
33 |
--------------------------------------------------------------------------------
/shaders/glsl/common/common_shader_18.glsl:
--------------------------------------------------------------------------------
1 | uniform lowp sampler2D Sampler0;
2 | uniform lowp vec4 DiffuseColor;
3 | varying mediump vec2 vCoord0;
4 | varying lowp vec4 vColor;
5 |
6 | #define USE_ALPHA_TEXTURE
7 |
8 | #ifdef USE_ALPHA_TEXTURE
9 | uniform lowp sampler2D Sampler0_alpha;
10 | #endif
11 |
12 | void main()
13 | {
14 | #ifdef USE_ALPHA_TEXTURE
15 | lowp vec4 color = vec4(texture2D(Sampler0, vCoord0).rgb,
16 | texture2D(Sampler0_alpha, vCoord0).g);
17 | #else
18 | lowp vec4 color = texture2D(Sampler0, vCoord0);
19 | #endif
20 |
21 | #ifdef DIFFUSECOLOR
22 | color *= DiffuseColor;
23 | #endif
24 | color *= vColor;
25 | #ifdef DIFFUSECOLOR
26 | gl_FragColor = color * 0.001 + vec4(1,0,0,1);
27 | #endif
28 | gl_FragColor = color;
29 |
30 | }
31 |
--------------------------------------------------------------------------------
/shaders/glsl/common/common_shader_7.glsl:
--------------------------------------------------------------------------------
1 | uniform lowp sampler2D texture0;
2 |
3 | varying mediump vec2 vCoord0;
4 | varying mediump vec2 vCoord1;
5 | varying mediump vec2 vCoord2;
6 | varying mediump vec2 vCoord3;
7 | varying mediump vec2 vCoord4;
8 |
9 | void main()
10 | {
11 | #ifdef LOW
12 | lowp vec4 color = 0.34 * texture2D(texture0, vCoord0);
13 | color += 0.33 * texture2D(texture0, vCoord1);
14 | color += 0.33 * texture2D(texture0, vCoord2);
15 | #else
16 | lowp vec4 color = 0.2 * texture2D(texture0, vCoord0);
17 | color += 0.2 * texture2D(texture0, vCoord1);
18 | color += 0.2 * texture2D(texture0, vCoord2);
19 | color += 0.2 * texture2D(texture0, vCoord3);
20 | color += 0.2 * texture2D(texture0, vCoord4);
21 | #endif
22 | gl_FragColor = color;
23 | }
24 |
--------------------------------------------------------------------------------
/shaders/glsl/B7AA541F2DE1F536A36427B4C88AA79E9B3B373F.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 | uniform lowp sampler2D texture1;
5 | uniform lowp float threshold;
6 | uniform lowp float bloomFactor;
7 |
8 |
9 | varying mediump vec2 vCoord0;
10 | varying mediump vec2 vCoord1;
11 | uniform mediump float texelSize;
12 | uniform mediump float resizedTexelSize;
13 |
14 | lowp vec4 screen(lowp vec4 a, lowp vec4 b)
15 | {
16 | return b + (a * (1.0-b));
17 | }
18 |
19 | void main()
20 | {
21 |
22 |
23 | lowp vec4 color = texture2D(texture0, vCoord0);
24 | lowp vec4 bloom = texture2D(texture1, vCoord1);
25 | //bloom *= bloom;
26 | //bloom *= bloom;
27 | //bloom *= bloom;
28 |
29 | color = screen(color, bloom*1.1);
30 |
31 | gl_FragColor = color;
32 | }
33 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_18.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | uniform sampler2D Sampler0;
4 | uniform float4 DiffuseColor;
5 |
6 | #define USE_ALPHA_TEXTURE
7 |
8 | #ifdef USE_ALPHA_TEXTURE
9 | uniform sampler2D Sampler0_alpha;
10 | #endif
11 |
12 | void main(
13 | float2 vCoord0 : TEXCOORD0,
14 | float4 vColor : TEXCOORD1,
15 | float4 out gl_FragColor : COLOR
16 | ) {
17 | #ifdef USE_ALPHA_TEXTURE
18 | float4 color = float4(tex2D(Sampler0, vCoord0).rgb,
19 | tex2D(Sampler0_alpha, vCoord0).g);
20 | #else
21 | float4 color = tex2D(Sampler0, vCoord0);
22 | #endif
23 |
24 | #ifdef DIFFUSECOLOR
25 | color *= DiffuseColor;
26 | #endif
27 | color *= vColor;
28 | #ifdef DIFFUSECOLOR
29 | gl_FragColor = color * 0.001 + float4(1,0,0,1);
30 | #endif
31 | gl_FragColor = color;
32 |
33 | }
34 |
--------------------------------------------------------------------------------
/shaders/glsl/D6400621E30A0C5FAFC1BDA85B8066D4430027F4.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 |
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 |
8 | uniform mediump vec2 center;
9 | uniform mediump float scale;
10 |
11 | varying mediump vec2 vCoord0;
12 | varying mediump vec2 vCoord1;
13 | varying mediump vec2 vCoord2;
14 | varying mediump vec2 vCoord3;
15 | varying mediump vec2 vCoord4;
16 |
17 | void main(void)
18 | {
19 | vCoord0 = TexCoord0;
20 | mediump vec2 v0c = (vCoord0 - center);
21 | vCoord1 = (1.0 + scale) * v0c + center;
22 | vCoord2 = (1.0 + 2.0*scale) * v0c + center;
23 | vCoord3 = (1.0 + 3.0*scale) * v0c + center;
24 | vCoord4 = (1.0 + 4.0*scale) * v0c + center;
25 |
26 | gl_Position = WorldViewProjectionMatrix * Vertex;
27 | }
28 |
--------------------------------------------------------------------------------
/shaders/glsl/FC3467DD308D91CD0EE31632B4E536471B64F520.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 |
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 | uniform highp float blurOffsetX;
8 | uniform highp float blurOffsetY;
9 |
10 | varying mediump vec2 vCoord0;
11 | varying mediump vec2 vCoord1;
12 | varying mediump vec2 vCoord2;
13 | varying mediump vec2 vCoord3;
14 | varying mediump vec2 vCoord4;
15 |
16 | void main(void)
17 | {
18 | mediump vec2 uv = TexCoord0;
19 | vCoord0 = uv;
20 | vCoord1 = uv + vec2(blurOffsetX, blurOffsetY);
21 | vCoord2 = uv + vec2(blurOffsetX, -blurOffsetY);
22 | vCoord3 = uv + vec2(-blurOffsetX, blurOffsetY);
23 | vCoord4 = uv + vec2(-blurOffsetX, -blurOffsetY);
24 | gl_Position = WorldViewProjectionMatrix * Vertex;
25 | }
26 |
--------------------------------------------------------------------------------
/lib/libc_bridge/CMakeLists.txt:
--------------------------------------------------------------------------------
1 | cmake_minimum_required(VERSION 3.0)
2 |
3 | if(NOT DEFINED CMAKE_TOOLCHAIN_FILE)
4 | if(DEFINED ENV{VITASDK})
5 | set(CMAKE_TOOLCHAIN_FILE "$ENV{VITASDK}/share/vita.toolchain.cmake" CACHE PATH "toolchain file")
6 | else()
7 | message(FATAL_ERROR "Please define VITASDK to point to your SDK path!")
8 | endif()
9 | endif()
10 |
11 | project(SceLibcBridge)
12 | include("${VITASDK}/share/vita.cmake" REQUIRED)
13 |
14 | add_custom_target(SceLibcBridge ALL
15 | COMMAND vita-libs-gen ${CMAKE_CURRENT_SOURCE_DIR}/nids.yml ${CMAKE_CURRENT_BINARY_DIR}/stubs
16 | COMMAND make -C ${CMAKE_CURRENT_BINARY_DIR}/stubs
17 | COMMENT "Building stubs for SceLibcBridge"
18 | )
19 |
20 | install(DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/stubs/
21 | DESTINATION lib
22 | FILES_MATCHING PATTERN "*.a"
23 | )
24 |
--------------------------------------------------------------------------------
/shaders/glsl/0D0FA314FC42DB4CEFAE7289ED85306E60F72E7C.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 |
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 | uniform highp float blurOffsetX;
8 | uniform highp float blurOffsetY;
9 |
10 | varying mediump vec2 vCoord0;
11 | varying mediump vec2 vCoord1;
12 | varying mediump vec2 vCoord2;
13 | varying mediump vec2 vCoord3;
14 | varying mediump vec2 vCoord4;
15 |
16 | void main(void)
17 | {
18 | mediump vec2 uv = TexCoord0;
19 | vCoord0 = uv;
20 | vCoord1 = uv + 1.0 * vec2(blurOffsetX, blurOffsetY);
21 | vCoord2 = uv + 2.0 * vec2(blurOffsetX, blurOffsetY);
22 | vCoord3 = uv + 3.0 * vec2(blurOffsetX, blurOffsetY);
23 | vCoord4 = uv + 4.0 * vec2(blurOffsetX, blurOffsetY);
24 | gl_Position = WorldViewProjectionMatrix * Vertex;
25 | }
26 |
--------------------------------------------------------------------------------
/shaders/glsl/E920196A0695563A56F98225FA768B76BF11FD54.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 |
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 |
8 | uniform mediump vec2 center;
9 | uniform mediump float scale;
10 |
11 | varying mediump vec2 vCoord0;
12 | varying mediump vec2 vCoord1;
13 | varying mediump vec2 vCoord2;
14 | varying mediump vec2 vCoord3;
15 | varying mediump vec2 vCoord4;
16 |
17 | varying mediump vec2 v0c;
18 |
19 | void main(void)
20 | {
21 | vCoord0 = TexCoord0;
22 | v0c = (vCoord0 - center);
23 | vCoord1 = (1.0 + scale) * v0c + center;
24 | vCoord2 = (1.0 + 2.0*scale) * v0c + center;
25 | vCoord3 = (1.0 + 3.0*scale) * v0c + center;
26 | vCoord4 = (1.0 + 4.0*scale) * v0c + center;
27 |
28 | gl_Position = WorldViewProjectionMatrix * Vertex;
29 | }
30 |
--------------------------------------------------------------------------------
/source/reimpl/mem.h:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright (C) 2021 Andy Nguyen
3 | * Copyright (C) 2022 Rinnegatamante
4 | * Copyright (C) 2022-2023 Volodymyr Atamanenko
5 | *
6 | * This software may be modified and distributed under the terms
7 | * of the MIT license. See the LICENSE file for details.
8 | */
9 |
10 | /**
11 | * @file mem.h
12 | * @brief Implementations and wrappers for memory-related functions.
13 | */
14 |
15 | #ifndef SOLOADER_MEM_H
16 | #define SOLOADER_MEM_H
17 |
18 | #ifdef __cplusplus
19 | extern "C" {
20 | #endif
21 |
22 | #include
23 |
24 | #define MAP_FAILED (void*)-1
25 |
26 | void *sceClibMemclr(void *dst, size_t len);
27 |
28 | void *mmap(void *addr, size_t length, int prot, int flags, int fd, off_t offs);
29 |
30 | int munmap(void *addr, size_t length);
31 |
32 | #ifdef __cplusplus
33 | };
34 | #endif
35 |
36 | #endif // SOLOADER_MEM_H
37 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_4.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define TEXTURE_1D 0
4 | #define TEXTURE_2D 1
5 | #define TEXTURE_3D 2
6 | #define TEXTURE_CUBE_MAP 3
7 | #define TEXTURE_RECT 4
8 |
9 | #ifndef TEXTURE_TYPE
10 | #define TEXTURE_TYPE TEXTURE_2D
11 | #endif
12 |
13 | #if TEXTURE_TYPE == TEXTURE_3D
14 | #undef TEXTURE_TYPE
15 | #define TEXTURE_TYPE TEXTURE_2D
16 | #elif TEXTURE_TYPE == TEXTURE_RECT
17 | #undef TEXTURE_TYPE
18 | #define TEXTURE_TYPE TEXTURE_2D
19 | #endif
20 |
21 | void main(
22 | float4 Vertex,
23 | #if TEXTURE_TYPE == TEXTURE_CUBE_MAP
24 | float3 TexCoord0,
25 | float3 out vCoord0 : TEXCOORD0,
26 | #else
27 | float2 TexCoord0,
28 | float2 out vCoord0 : TEXCOORD0,
29 | #endif
30 | float4 out gl_Position : POSITION,
31 | float out gl_PointSize : PSIZE
32 | ) {
33 | gl_PointSize = 1.0f;
34 | vCoord0 = TexCoord0;
35 | gl_Position = Vertex;
36 | }
37 |
--------------------------------------------------------------------------------
/source/utils/glutil.h:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright (C) 2021 Andy Nguyen
3 | * Copyright (C) 2021 Rinnegatamante
4 | * Copyright (C) 2022-2023 Volodymyr Atamanenko
5 | *
6 | * This software may be modified and distributed under the terms
7 | * of the MIT license. See the LICENSE file for details.
8 | */
9 |
10 | /**
11 | * @file glutil.h
12 | * @brief OpenGL API initializer, related functions.
13 | */
14 |
15 | #ifndef SOLOADER_GLUTIL_H
16 | #define SOLOADER_GLUTIL_H
17 |
18 | #include
19 |
20 | #ifdef __cplusplus
21 | extern "C" {
22 | #endif
23 |
24 | void gl_init();
25 |
26 | void gl_preload();
27 |
28 | void gl_swap();
29 |
30 | void glCompileShader_soloader(GLuint shader);
31 |
32 | void glShaderSource_soloader(GLuint shader, GLsizei count,
33 | const GLchar **string, const GLint *_length);
34 |
35 | #ifdef __cplusplus
36 | };
37 | #endif
38 |
39 | #endif // SOLOADER_GLUTIL_H
40 |
--------------------------------------------------------------------------------
/shaders/cg/73720BD1506ACB2FE9EAF75BE77F6B9A01D96091.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 | uniform sampler2D depthTexture;
7 |
8 | uniform float focus;
9 | uniform float scale;
10 |
11 | void main(
12 | float2 vCoord0 : TEXCOORD0,
13 | float2 vCoord1 : TEXCOORD1,
14 | float2 vCoord2 : TEXCOORD2,
15 | float2 vCoord3 : TEXCOORD3,
16 | float2 vCoord4 : TEXCOORD4,
17 | float4 out gl_FragColor : COLOR
18 | ) {
19 | float depth = tex2D(depthTexture, vCoord0).r;
20 | float z = abs(depth - focus) * scale;
21 |
22 | float w1 = 0.2 * z;
23 | float w0 = (1.0 - 4.0 * w1);
24 |
25 | float4 color = w0 * tex2D(texture0, vCoord0);
26 | color += w1 * tex2D(texture0, vCoord1);
27 | color += w1 * tex2D(texture0, vCoord2);
28 | color += w1 * tex2D(texture0, vCoord3);
29 | color += w1 * tex2D(texture0, vCoord4);
30 |
31 | gl_FragColor = color;
32 | }
33 |
--------------------------------------------------------------------------------
/shaders/cg/D6400621E30A0C5FAFC1BDA85B8066D4430027F4.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 |
7 | uniform float2 center;
8 | uniform float scale;
9 |
10 | void main(
11 | float4 Vertex,
12 | float2 TexCoord0,
13 | float2 out vCoord0 : TEXCOORD0,
14 | float2 out vCoord1 : TEXCOORD1,
15 | float2 out vCoord2 : TEXCOORD2,
16 | float2 out vCoord3 : TEXCOORD3,
17 | float2 out vCoord4 : TEXCOORD4,
18 | float4 out gl_Position : POSITION,
19 | float out gl_PointSize : PSIZE
20 | ) {
21 | gl_PointSize = 1.0f;
22 | vCoord0 = TexCoord0;
23 | float2 v0c = (vCoord0 - center);
24 | vCoord1 = (1.0 + scale) * v0c + center;
25 | vCoord2 = (1.0 + 2.0*scale) * v0c + center;
26 | vCoord3 = (1.0 + 3.0*scale) * v0c + center;
27 | vCoord4 = (1.0 + 4.0*scale) * v0c + center;
28 |
29 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
30 | }
31 |
--------------------------------------------------------------------------------
/shaders/cg/FC3467DD308D91CD0EE31632B4E536471B64F520.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float blurOffsetX;
7 | uniform float blurOffsetY;
8 |
9 | void main(
10 | float4 Vertex,
11 | float2 TexCoord0,
12 | float2 out vCoord0 : TEXCOORD0,
13 | float2 out vCoord1 : TEXCOORD1,
14 | float2 out vCoord2 : TEXCOORD2,
15 | float2 out vCoord3 : TEXCOORD3,
16 | float2 out vCoord4 : TEXCOORD4,
17 | float4 out gl_Position : POSITION,
18 | float out gl_PointSize : PSIZE
19 | ) {
20 | gl_PointSize = 1.0f;
21 | float2 uv = TexCoord0;
22 | vCoord0 = uv;
23 | vCoord1 = uv + float2(blurOffsetX, blurOffsetY);
24 | vCoord2 = uv + float2(blurOffsetX, -blurOffsetY);
25 | vCoord3 = uv + float2(-blurOffsetX, blurOffsetY);
26 | vCoord4 = uv + float2(-blurOffsetX, -blurOffsetY);
27 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
28 | }
29 |
--------------------------------------------------------------------------------
/source/utils/dialog.h:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright (C) 2021 Andy Nguyen
3 | * Copyright (C) 2021 fgsfds
4 | * Copyright (C) 2022-2023 Volodymyr Atamanenko
5 | *
6 | * This software may be modified and distributed under the terms
7 | * of the MIT license. See the LICENSE file for details.
8 | */
9 |
10 | /**
11 | * @file dialog.h
12 | * @brief Common dialog for error messages and cheats input.
13 | */
14 |
15 | #ifndef SOLOADER_DIALOG_H
16 | #define SOLOADER_DIALOG_H
17 |
18 | #ifdef __cplusplus
19 | extern "C" {
20 | #endif
21 |
22 | int init_ime_dialog(const char *title, const char *initial_text);
23 |
24 | char *get_ime_dialog_result(void);
25 |
26 | int init_msg_dialog(const char *msg);
27 |
28 | int get_msg_dialog_result(void);
29 |
30 | void fatal_error(const char *fmt, ...) __attribute__((noreturn));
31 |
32 | void warning(const char *msg);
33 |
34 | #ifdef __cplusplus
35 | };
36 | #endif
37 |
38 | #endif // SOLOADER_DIALOG_H
39 |
--------------------------------------------------------------------------------
/shaders/glsl/624CCEA9649A4C00413095FB70AC8E056421DFD5.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Position;
4 | attribute lowp vec4 Color0;
5 | attribute mediump vec2 TexCoord0;
6 |
7 | uniform mediump mat4 TextureMatrix0;
8 | uniform highp mat4 WorldViewProjectionMatrix;
9 | uniform mediump vec4 DiffuseColor;
10 |
11 | #ifdef CG_FOG
12 | uniform highp mat4 WorldViewT;
13 | varying lowp float fogFactor;
14 | uniform mediump vec2 fogstartend;
15 | #endif //CG_FOG
16 |
17 | varying mediump vec2 vTexCoord0;
18 | varying lowp vec4 vColor0;
19 |
20 | void main(void)
21 | {
22 | gl_Position = WorldViewProjectionMatrix * Position;
23 | vTexCoord0 = (TextureMatrix0 * vec4(TexCoord0, 1, 0)).xy;
24 | vColor0 = Color0;
25 |
26 | #ifdef CG_FOG
27 | float depth = dot(WorldViewT[2], Position);
28 | fogFactor = clamp((-depth - fogstartend[0])/(fogstartend[1] - fogstartend[0]), 0.0, 1.0);
29 | #endif //CG_FOG
30 |
31 | }
32 |
--------------------------------------------------------------------------------
/shaders/cg/0D0FA314FC42DB4CEFAE7289ED85306E60F72E7C.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float blurOffsetX;
7 | uniform float blurOffsetY;
8 |
9 | void main(
10 | float4 Vertex,
11 | float2 TexCoord0,
12 | float2 out vCoord0 : TEXCOORD0,
13 | float2 out vCoord1 : TEXCOORD1,
14 | float2 out vCoord2 : TEXCOORD2,
15 | float2 out vCoord3 : TEXCOORD3,
16 | float2 out vCoord4 : TEXCOORD4,
17 | float4 out gl_Position : POSITION,
18 | float out gl_PointSize : PSIZE
19 | ) {
20 | gl_PointSize = 1.0f;
21 | float2 uv = TexCoord0;
22 | vCoord0 = uv;
23 | vCoord1 = uv + 1.0 * float2(blurOffsetX, blurOffsetY);
24 | vCoord2 = uv + 2.0 * float2(blurOffsetX, blurOffsetY);
25 | vCoord3 = uv + 3.0 * float2(blurOffsetX, blurOffsetY);
26 | vCoord4 = uv + 4.0 * float2(blurOffsetX, blurOffsetY);
27 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
28 | }
29 |
--------------------------------------------------------------------------------
/shaders/cg/E920196A0695563A56F98225FA768B76BF11FD54.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 |
7 | uniform float2 center;
8 | uniform float scale;
9 |
10 | void main(
11 | float4 Vertex,
12 | float2 TexCoord0,
13 | float2 out vCoord0 : TEXCOORD0,
14 | float2 out vCoord1 : TEXCOORD1,
15 | float2 out vCoord2 : TEXCOORD2,
16 | float2 out vCoord3 : TEXCOORD3,
17 | float2 out vCoord4 : TEXCOORD4,
18 | float2 out v0c : COLOR0,
19 | float4 out gl_Position : POSITION,
20 | float out gl_PointSize : PSIZE
21 | ) {
22 | gl_PointSize = 1.0f;
23 | vCoord0 = TexCoord0;
24 | v0c = (vCoord0 - center);
25 | vCoord1 = (1.0 + scale) * v0c + center;
26 | vCoord2 = (1.0 + 2.0*scale) * v0c + center;
27 | vCoord3 = (1.0 + 3.0*scale) * v0c + center;
28 | vCoord4 = (1.0 + 4.0*scale) * v0c + center;
29 |
30 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
31 | }
32 |
--------------------------------------------------------------------------------
/shaders/cg/520BB5DD777BD816155B4C699E4C3E0D24A2C6DE.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 |
7 | uniform float2 center;
8 | uniform float circleRayIn;
9 | uniform float circleRayOut;
10 |
11 | void main(
12 | float2 vCoord0 : TEXCOORD0,
13 | float2 vCoord1 : TEXCOORD1,
14 | float2 vCoord2 : TEXCOORD2,
15 | float2 vCoord3 : TEXCOORD3,
16 | float2 vCoord4 : TEXCOORD4,
17 | float2 v0c : COLOR0,
18 | float4 out gl_FragColor : COLOR
19 | ) {
20 | float distanceFromCenter = length(v0c);
21 | float w1 = 0.2 * smoothstep(circleRayIn, circleRayOut, distanceFromCenter);
22 | float w0 = (1.0 - 4.0 * w1);
23 |
24 | float4 color = w0 * tex2D(texture0, vCoord0);
25 | color += w1 * tex2D(texture0, vCoord1);
26 | color += w1 * tex2D(texture0, vCoord2);
27 | color += w1 * tex2D(texture0, vCoord3);
28 | color += w1 * tex2D(texture0, vCoord4);
29 |
30 | gl_FragColor = color;
31 | }
32 |
--------------------------------------------------------------------------------
/shaders/glsl/common/common_shader_16.glsl:
--------------------------------------------------------------------------------
1 | uniform lowp sampler2D DiffuseMapSampler;
2 |
3 | #ifdef CG_FOG
4 | uniform lowp vec4 fogcolor;
5 | varying lowp float fogFactor;
6 | #endif //CG_FOG
7 |
8 | varying lowp vec4 vColor0;
9 | varying mediump vec2 vTexCoord0;
10 |
11 | uniform lowp vec3 sunFactorA;
12 |
13 | #define USE_ALPHA_TEXTURE
14 | #ifdef USE_ALPHA_TEXTURE
15 | uniform lowp sampler2D DiffuseMapSampler_alpha;
16 | #endif
17 |
18 | void main()
19 | {
20 | lowp vec4 color = vColor0;
21 | #ifdef USE_ALPHA_TEXTURE
22 | color *= vec4(texture2D(DiffuseMapSampler, vTexCoord0).rgb,
23 | texture2D(DiffuseMapSampler_alpha, vTexCoord0).g);
24 | #else
25 | color *= texture2D(DiffuseMapSampler, vTexCoord0);
26 | #endif
27 |
28 | #ifdef CG_FOG
29 | color.xyz = mix(color.xyz, fogcolor.xyz, fogFactor);
30 | #endif //CG_FOG
31 |
32 | color.rgb += sunFactorA;
33 |
34 | gl_FragColor = color;
35 | }
36 |
--------------------------------------------------------------------------------
/shaders/cg/624CCEA9649A4C00413095FB70AC8E056421DFD5.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 TextureMatrix0;
6 | uniform float4x4 WorldViewProjectionMatrix;
7 | uniform float4 DiffuseColor;
8 |
9 | #ifdef CG_FOG
10 | uniform float4x4 WorldViewT;
11 | uniform float2 fogstartend;
12 | #endif //CG_FOG
13 |
14 | void main(
15 | float4 Position,
16 | float4 Color0,
17 | float2 TexCoord0,
18 | float out fogFactor : TEXCOORD9,
19 | float2 out vTexCoord0 : TEXCOORD0,
20 | float4 out vColor0 : COLOR0,
21 | float4 out gl_Position : POSITION
22 | ) {
23 | gl_Position = mul(Position, WorldViewProjectionMatrix);
24 | vTexCoord0 = mul(float4(TexCoord0, 1, 0), TextureMatrix0).xy;
25 | vColor0 = Color0;
26 |
27 | #ifdef CG_FOG
28 | float depth = dot(WorldViewT[2], Position);
29 | fogFactor = clamp((-depth - fogstartend[0])/(fogstartend[1] - fogstartend[0]), 0.0, 1.0);
30 | #endif //CG_FOG
31 |
32 | }
33 |
--------------------------------------------------------------------------------
/shaders/glsl/73720BD1506ACB2FE9EAF75BE77F6B9A01D96091.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 | uniform lowp sampler2D depthTexture;
5 |
6 | varying mediump vec2 vCoord0;
7 | varying mediump vec2 vCoord1;
8 | varying mediump vec2 vCoord2;
9 | varying mediump vec2 vCoord3;
10 | varying mediump vec2 vCoord4;
11 |
12 | uniform mediump float focus;
13 | uniform mediump float scale;
14 |
15 | void main()
16 | {
17 | mediump float depth = texture2D(depthTexture, vCoord0).r;
18 | mediump float z = abs(depth - focus) * scale;
19 |
20 | mediump float w1 = 0.2 * z;
21 | mediump float w0 = (1.0 - 4.0 * w1);
22 |
23 | mediump vec4 color = w0 * texture2D(texture0, vCoord0);
24 | color += w1 * texture2D(texture0, vCoord1);
25 | color += w1 * texture2D(texture0, vCoord2);
26 | color += w1 * texture2D(texture0, vCoord3);
27 | color += w1 * texture2D(texture0, vCoord4);
28 |
29 | gl_FragColor = color;
30 | }
31 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_16.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | uniform sampler2D DiffuseMapSampler;
4 |
5 | #ifdef CG_FOG
6 | uniform float4 fogcolor;
7 | #endif //CG_FOG
8 |
9 | uniform float3 sunFactorA;
10 |
11 | #define USE_ALPHA_TEXTURE
12 | #ifdef USE_ALPHA_TEXTURE
13 | uniform sampler2D DiffuseMapSampler_alpha;
14 | #endif
15 |
16 | void main(
17 | float fogFactor : TEXCOORD9,
18 | float4 vColor0 : COLOR0,
19 | float2 vTexCoord0 : TEXCOORD0,
20 | float4 out gl_FragColor : COLOR
21 | ) {
22 | float4 color = vColor0;
23 | #ifdef USE_ALPHA_TEXTURE
24 | color *= float4(tex2D(DiffuseMapSampler, vTexCoord0).rgb,
25 | tex2D(DiffuseMapSampler_alpha, vTexCoord0).g);
26 | #else
27 | color *= tex2D(DiffuseMapSampler, vTexCoord0);
28 | #endif
29 |
30 | #ifdef CG_FOG
31 | color.xyz = lerp(color.xyz, fogcolor.xyz, fogFactor);
32 | #endif //CG_FOG
33 |
34 | color.rgb += sunFactorA;
35 |
36 | gl_FragColor = color;
37 | }
38 |
--------------------------------------------------------------------------------
/source/reimpl/errno.h:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright (C) 2023-2024 Volodymyr Atamanenko
3 | *
4 | * This software may be modified and distributed under the terms
5 | * of the MIT license. See the LICENSE file for details.
6 | */
7 |
8 | /**
9 | * @file errno.h
10 | * @brief Error code translation between newlib (Vita) and bionic (Android)
11 | *
12 | * Provides wrappers for errno-related functions that translate the underlying
13 | * error numbers and their corresponding descriptions into Bionic (Android)
14 | * format, so that the target can perform its error checking normally.
15 | */
16 |
17 | #ifndef SOLOADER_ERRNO_H
18 | #define SOLOADER_ERRNO_H
19 |
20 | #ifdef __cplusplus
21 | extern "C" {
22 | #endif
23 |
24 | #include
25 |
26 | int *__errno_soloader(void);
27 |
28 | char *strerror_soloader(int error_number);
29 |
30 | int strerror_r_soloader(int error_number, char *buf, size_t buf_len);
31 |
32 | #ifdef __cplusplus
33 | };
34 | #endif
35 |
36 | #endif // SOLOADER_ERRNO_H
37 |
--------------------------------------------------------------------------------
/extras/meminfo:
--------------------------------------------------------------------------------
1 | MemTotal: 350868 kB
2 | MemFree: 300080 kB
3 | Buffers: 0 kB
4 | Cached: 0 kB
5 | SwapCached: 0 kB
6 | Active: 92052 kB
7 | Inactive: 79816 kB
8 | Active(anon): 57792 kB
9 | Inactive(anon): 0 kB
10 | Active(file): 34260 kB
11 | Inactive(file): 79816 kB
12 | Unevictable: 0 kB
13 | Mlocked: 0 kB
14 | SwapTotal: 0 kB
15 | SwapFree: 0 kB
16 | Dirty: 0 kB
17 | Writeback: 0 kB
18 | AnonPages: 143580 kB
19 | Mapped: 67584 kB
20 | Slab: 6736 kB
21 | SReclaimable: 2104 kB
22 | SUnreclaim: 4632 kB
23 | PageTables: 4008 kB
24 | NFS_Unstable: 0 kB
25 | Bounce: 0 kB
26 | WritebackTmp: 0 kB
27 | CommitLimit: 420432 kB
28 | Committed_AS: 1606616 kB
29 | VmallocTotal: 122880 kB
30 | VmallocUsed: 20588 kB
31 | VmallocChunk: 77828 kB
32 |
--------------------------------------------------------------------------------
/shaders/glsl/520BB5DD777BD816155B4C699E4C3E0D24A2C6DE.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 |
5 | uniform mediump vec2 center;
6 | uniform mediump float circleRayIn;
7 | uniform mediump float circleRayOut;
8 |
9 | varying mediump vec2 vCoord0;
10 | varying mediump vec2 vCoord1;
11 | varying mediump vec2 vCoord2;
12 | varying mediump vec2 vCoord3;
13 | varying mediump vec2 vCoord4;
14 |
15 | varying mediump vec2 v0c;
16 |
17 | void main()
18 | {
19 | mediump float distanceFromCenter = length(v0c);
20 | mediump float w1 = 0.2 * smoothstep(circleRayIn, circleRayOut, distanceFromCenter);
21 | mediump float w0 = (1.0 - 4.0 * w1);
22 |
23 | mediump vec4 color = w0 * texture2D(texture0, vCoord0);
24 | color += w1 * texture2D(texture0, vCoord1);
25 | color += w1 * texture2D(texture0, vCoord2);
26 | color += w1 * texture2D(texture0, vCoord3);
27 | color += w1 * texture2D(texture0, vCoord4);
28 |
29 | gl_FragColor = color;
30 | }
31 |
32 |
--------------------------------------------------------------------------------
/source/reimpl/mem.c:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright (C) 2021 Andy Nguyen
3 | * Copyright (C) 2022 Rinnegatamante
4 | * Copyright (C) 2022-2023 Volodymyr Atamanenko
5 | *
6 | * This software may be modified and distributed under the terms
7 | * of the MIT license. See the LICENSE file for details.
8 | */
9 |
10 | #include "reimpl/mem.h"
11 | #include "utils/logger.h"
12 |
13 | #include
14 | #include
15 | #include
16 |
17 | void *sceClibMemclr(void *dst, size_t len) {
18 | return sceClibMemset(dst, 0, len);
19 | }
20 |
21 | void *mmap(void *addr, size_t length, int prot, int flags, int fd, off_t offs) {
22 | l_warn("mmap(%p, %i, %i, %i, %i, %li)", addr, length, prot, flags, fd, offs);
23 |
24 | if (length <= 0) {
25 | return MAP_FAILED;
26 | }
27 | void* ret= malloc(length);
28 | memset(ret, 0, length);
29 | return ret;
30 | }
31 |
32 | int munmap(void *addr, size_t length) {
33 | if (addr) free(addr);
34 | return 0;
35 | }
36 |
--------------------------------------------------------------------------------
/shaders/cg/E3CBD9CA76BE36C4B55C282AAEDB22ABA569A67A.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 | uniform float scale;
7 |
8 | void main(
9 | float2 vCoord0 : TEXCOORD0,
10 | float2 vCoord1 : TEXCOORD1,
11 | float2 vCoord2 : TEXCOORD2,
12 | float2 vCoord3 : TEXCOORD3,
13 | float2 vCoord4 : TEXCOORD4,
14 | float4 out gl_FragColor : COLOR
15 | ) {
16 | float4 c0 = tex2D(texture0, vCoord0);
17 | float4 c1 = tex2D(texture0, vCoord1);
18 | float4 c2 = tex2D(texture0, vCoord2);
19 | float4 c3 = tex2D(texture0, vCoord3);
20 | float4 c4 = tex2D(texture0, vCoord4);
21 |
22 | float ca = (c0.a + c1.a + c2.a + c3.a + c4.a);
23 | float invca = 1.0 / ca;
24 |
25 | float4 color;
26 | color.xyz = c0.a * c0.xyz;
27 | color.xyz += c1.a * c1.xyz;
28 | color.xyz += c2.a * c2.xyz;
29 | color.xyz += c3.a * c3.xyz;
30 | color.xyz += c4.a * c4.xyz;
31 |
32 | color.xyz *= invca;
33 |
34 | color.a = 0.2 * ca;
35 |
36 | gl_FragColor = color;
37 | }
38 |
--------------------------------------------------------------------------------
/shaders/glsl/E3CBD9CA76BE36C4B55C282AAEDB22ABA569A67A.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 | uniform lowp float scale;
5 |
6 | varying mediump vec2 vCoord0;
7 | varying mediump vec2 vCoord1;
8 | varying mediump vec2 vCoord2;
9 | varying mediump vec2 vCoord3;
10 | varying mediump vec2 vCoord4;
11 |
12 | void main()
13 | {
14 | mediump vec4 c0 = texture2D(texture0, vCoord0);
15 | mediump vec4 c1 = texture2D(texture0, vCoord1);
16 | mediump vec4 c2 = texture2D(texture0, vCoord2);
17 | mediump vec4 c3 = texture2D(texture0, vCoord3);
18 | mediump vec4 c4 = texture2D(texture0, vCoord4);
19 |
20 | mediump float ca = (c0.a + c1.a + c2.a + c3.a + c4.a);
21 | mediump float invca = 1.0 / ca;
22 |
23 | mediump vec4 color;
24 | color.xyz = c0.a * c0.xyz;
25 | color.xyz += c1.a * c1.xyz;
26 | color.xyz += c2.a * c2.xyz;
27 | color.xyz += c3.a * c3.xyz;
28 | color.xyz += c4.a * c4.xyz;
29 |
30 | color.xyz *= invca;
31 |
32 | color.a = 0.2 * ca;
33 |
34 | gl_FragColor = color;
35 | }
36 |
--------------------------------------------------------------------------------
/shaders/glsl/common/common_shader_4.glsl:
--------------------------------------------------------------------------------
1 | #define TEXTURE_1D 0
2 | #define TEXTURE_2D 1
3 | #define TEXTURE_3D 2
4 | #define TEXTURE_CUBE_MAP 3
5 | #define TEXTURE_RECT 4
6 |
7 | #ifndef TEXTURE_TYPE
8 | # define TEXTURE_TYPE TEXTURE_2D
9 | #endif
10 |
11 | #if GL_ES
12 | # if TEXTURE_TYPE == TEXTURE_3D && !defined(GL_OES_texture_3D)
13 | # undef TEXTURE_TYPE
14 | # define TEXTURE_TYPE TEXTURE_2D
15 | # elif TEXTURE_TYPE == TEXTURE_RECT
16 | # undef TEXTURE_TYPE
17 | # define TEXTURE_TYPE TEXTURE_2D
18 | # endif
19 | #endif
20 |
21 | attribute highp vec4 Vertex;
22 | #if TEXTURE_TYPE == TEXTURE_3D || TEXTURE_TYPE == TEXTURE_CUBE_MAP
23 | attribute mediump vec3 TexCoord0;
24 | #else
25 | attribute mediump vec2 TexCoord0;
26 | #endif
27 |
28 | #if TEXTURE_TYPE == TEXTURE_3D || TEXTURE_TYPE == TEXTURE_CUBE_MAP
29 | varying mediump vec3 vCoord0;
30 | #else
31 | varying mediump vec2 vCoord0;
32 | #endif
33 |
34 | void main(void)
35 | {
36 | vCoord0 = TexCoord0;
37 | gl_Position = Vertex;
38 | }
39 |
--------------------------------------------------------------------------------
/shaders/cg/E72E9D4CF0255BD41962A8EDB5AA60BAD2B97D18.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 |
7 | uniform float3 additiveColor;
8 | uniform float3 multiplyColor;
9 |
10 | uniform float desaturation;
11 |
12 | void main(
13 | float2 vCoord0 : TEXCOORD0,
14 | float2 vCoord1 : TEXCOORD1,
15 | float2 vCoord2 : TEXCOORD2,
16 | float2 vCoord3 : TEXCOORD3,
17 | float2 vCoord4 : TEXCOORD4,
18 | float4 out gl_FragColor : COLOR
19 | ) {
20 | // radial blur
21 | float4 color = 0.2 * tex2D(texture0, vCoord0);
22 | color += 0.2 * tex2D(texture0, vCoord1);
23 | color += 0.2 * tex2D(texture0, vCoord2);
24 | color += 0.2 * tex2D(texture0, vCoord3);
25 | color += 0.2 * tex2D(texture0, vCoord4);
26 |
27 | // desaturate
28 | float average = 0.33 * (color.r + color.g + color.b);
29 | color.rgb = lerp(color.rgb, float3(average,average,average), desaturation);
30 |
31 | // adjust colors
32 | color.rgb *= multiplyColor;
33 | color.rgb += additiveColor;
34 |
35 | gl_FragColor = color;
36 | }
37 |
38 |
--------------------------------------------------------------------------------
/shaders/glsl/E72E9D4CF0255BD41962A8EDB5AA60BAD2B97D18.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 |
5 | varying mediump vec2 vCoord0;
6 | varying mediump vec2 vCoord1;
7 | varying mediump vec2 vCoord2;
8 | varying mediump vec2 vCoord3;
9 | varying mediump vec2 vCoord4;
10 |
11 | uniform lowp vec3 additiveColor;
12 | uniform lowp vec3 multiplyColor;
13 |
14 | uniform mediump float desaturation;
15 |
16 | void main()
17 | {
18 | // radial blur
19 | lowp vec4 color = 0.2 * texture2D(texture0, vCoord0);
20 | color += 0.2 * texture2D(texture0, vCoord1);
21 | color += 0.2 * texture2D(texture0, vCoord2);
22 | color += 0.2 * texture2D(texture0, vCoord3);
23 | color += 0.2 * texture2D(texture0, vCoord4);
24 |
25 | // desaturate
26 | mediump float average = 0.33 * (color.r + color.g + color.b);
27 | color.rgb = mix(color.rgb, vec3(average,average,average), desaturation);
28 |
29 | // adjust colors
30 | color.rgb *= multiplyColor;
31 | color.rgb += additiveColor;
32 |
33 | //
34 | gl_FragColor = color;
35 | }
36 |
37 |
--------------------------------------------------------------------------------
/shaders/glsl/E592F65D1F59E1ED6F9501DE9059CD9A72072E2F.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 | attribute mediump vec2 TexCoord1;
6 |
7 | uniform highp mat4 WorldViewProjectionMatrix;
8 | uniform mediump vec2 texelSize;
9 | uniform mediump vec2 decimatedTexelSize;
10 |
11 | varying mediump vec2 vCoordSource;
12 | varying mediump vec2 vCoordDecimated;
13 | varying mediump vec2 vCoordBlur0;
14 | varying mediump vec2 vCoordBlur1;
15 | varying mediump vec2 vCoordBlur2;
16 | varying mediump vec2 vCoordBlur3;
17 |
18 | void main(void)
19 | {
20 | vCoordSource = TexCoord0 + vec2(0.5 * texelSize.x,0.5 * texelSize.x);
21 | mediump vec2 uv = TexCoord1;
22 | vCoordDecimated = uv;
23 | mediump vec2 offset = 0.5 * decimatedTexelSize;
24 | vCoordBlur0 = uv + vec2( offset.x, offset.y);
25 | vCoordBlur1 = uv + vec2(-offset.x, offset.y);
26 | vCoordBlur2 = uv + vec2( offset.x, -offset.y);
27 | vCoordBlur3 = uv + vec2(-offset.x, -offset.y);
28 |
29 | gl_Position = WorldViewProjectionMatrix * Vertex;
30 | }
31 |
--------------------------------------------------------------------------------
/extras/icons/trigger-right.svg:
--------------------------------------------------------------------------------
1 |
5 |
--------------------------------------------------------------------------------
/source/utils/player.h:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright (C) 2023 Rinnegatamante
3 | * Copyright (C) 2024 Volodymyr Atamanenko
4 | *
5 | * This software may be modified and distributed under the terms
6 | * of the MIT license. See the LICENSE file for details.
7 | */
8 |
9 | /**
10 | * @file player.h
11 | * @brief Provides methods to work with SceAvPlayer
12 | */
13 |
14 | #ifndef _PLAYER_H
15 | #define _PLAYER_H
16 |
17 | #ifdef __cplusplus
18 | extern "C" {
19 | #endif
20 |
21 | #include
22 |
23 | enum {
24 | PLAYER_INACTIVE,
25 | PLAYER_ACTIVE,
26 | PLAYER_PAUSED,
27 | };
28 |
29 | extern int player_state;
30 |
31 | void video_open(const char *path, const char * lang);
32 | GLuint video_get_frame(int *width, int *height);
33 | uint32_t video_get_current_time();
34 | void video_close();
35 | void video_pause();
36 | void video_resume();
37 | void video_set_volume(float vol);
38 | void video_jump_to_time(uint64_t time);
39 |
40 | void setup_2d_draw(float x, float y, float x2, float y2);
41 | void draw_2d_frame();
42 |
43 | #ifdef __cplusplus
44 | }
45 | #endif
46 |
47 | #endif
48 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_2.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define TEXTURE_1D 0
4 | #define TEXTURE_2D 1
5 | #define TEXTURE_3D 2
6 | #define TEXTURE_CUBE_MAP 3
7 | #define TEXTURE_RECT 4
8 |
9 | #ifndef TEXTURE_TYPE
10 | #define TEXTURE_TYPE TEXTURE_2D
11 | #endif
12 |
13 | #if TEXTURE_TYPE == TEXTURE_3D
14 | #undef TEXTURE_TYPE
15 | #define TEXTURE_TYPE TEXTURE_2D
16 | #elif TEXTURE_TYPE == TEXTURE_RECT
17 | #undef TEXTURE_TYPE
18 | #define TEXTURE_TYPE TEXTURE_2D
19 | #elif TEXTURE_TYPE == TEXTURE_1D
20 | #undef TEXTURE_TYPE
21 | #define TEXTURE_TYPE TEXTURE_2D
22 | #endif
23 |
24 | #if TEXTURE_TYPE == TEXTURE_CUBE_MAP
25 | uniform samplerCUBE glitch_texture;
26 | #else
27 | uniform sampler2D glitch_texture;
28 | #endif
29 |
30 | void main(
31 | #if TEXTURE_TYPE == TEXTURE_CUBE_MAP
32 | float3 vCoord0 : TEXCOORD0,
33 | #else
34 | float2 vCoord0 : TEXCOORD0,
35 | #endif
36 | float4 out gl_FragColor : COLOR
37 | ) {
38 | #if TEXTURE_TYPE == TEXTURE_CUBE_MAP
39 | gl_FragColor = texCUBE(glitch_texture, vCoord0);
40 | #else
41 | gl_FragColor = tex2D(glitch_texture, vCoord0);
42 | #endif
43 | }
44 |
--------------------------------------------------------------------------------
/shaders/cg/E592F65D1F59E1ED6F9501DE9059CD9A72072E2F.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float2 texelSize;
7 | uniform float2 decimatedTexelSize;
8 |
9 | void main(
10 | float4 Vertex,
11 | float2 TexCoord0,
12 | float2 TexCoord1,
13 | float2 out vCoordSource : TEXCOORD5,
14 | float2 out vCoordDecimated : TEXCOORD4,
15 | float2 out vCoordBlur0 : TEXCOORD0,
16 | float2 out vCoordBlur1 : TEXCOORD1,
17 | float2 out vCoordBlur2 : TEXCOORD2,
18 | float2 out vCoordBlur3 : TEXCOORD3,
19 | float4 out gl_Position : POSITION,
20 | float out gl_PointSize : PSIZE
21 | ) {
22 | gl_PointSize = 1.0f;
23 | vCoordSource = TexCoord0 + float2(0.5 * texelSize.x,0.5 * texelSize.x);
24 | float2 uv = TexCoord1;
25 | vCoordDecimated = uv;
26 | float2 offset = 0.5 * decimatedTexelSize;
27 | vCoordBlur0 = uv + float2( offset.x, offset.y);
28 | vCoordBlur1 = uv + float2(-offset.x, offset.y);
29 | vCoordBlur2 = uv + float2( offset.x, -offset.y);
30 | vCoordBlur3 = uv + float2(-offset.x, -offset.y);
31 |
32 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
33 | }
34 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_3.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define TEXTURE_2D 0
4 | #define TEXTURE_3D 1
5 | #define TEXTURE_CUBE_MAP 2
6 | #define TEXTURE_RECT 3
7 |
8 | #ifndef TEXTURE_TYPE
9 | #define TEXTURE_TYPE TEXTURE_2D
10 | #endif
11 |
12 | #if TEXTURE_TYPE == TEXTURE_3D
13 | #undef TEXTURE_TYPE
14 | #define TEXTURE_TYPE TEXTURE_2D
15 | #elif TEXTURE_TYPE == TEXTURE_RECT
16 | #error texture rectangle not supported with GLES2
17 | #endif
18 |
19 | #if TEXTURE_TYPE == TEXTURE_CUBE_MAP
20 | uniform samplerCUBE glitch_texture;
21 | #else
22 | uniform sampler2D glitch_texture;
23 | uniform sampler2D texture_alpha;
24 | #endif
25 |
26 |
27 |
28 | void main(
29 | #if TEXTURE_TYPE == TEXTURE_CUBE_MAP
30 | float3 vCoord0 : TEXCOORD0,
31 | #else
32 | float2 vCoord0 : TEXCOORD0,
33 | #endif
34 | float4 vColor0 : COLOR0,
35 | float4 out gl_FragColor : COLOR
36 | ) {
37 | #if TEXTURE_TYPE == TEXTURE_CUBE_MAP
38 | gl_FragColor = texCUBE(glitch_texture, vCoord0) * vColor0;
39 | #else
40 | gl_FragColor = float4(tex2D(glitch_texture, vCoord0).rgb,
41 | tex2D(texture_alpha, vCoord0).g) * vColor0;
42 | #endif
43 | }
44 |
--------------------------------------------------------------------------------
/shaders/cg/A7F7F58D7E0420D99A9D20E69F409A69FB3B7C0E.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform sampler2D texture0;
6 |
7 | uniform float offset;
8 | uniform float3 weight0;
9 | uniform float3 weight1;
10 | uniform float3 weight2;
11 |
12 | void main(
13 | float2 vCoord00 : TEXCOORD0,
14 | float2 vCoord01 : TEXCOORD1,
15 | float2 vCoord02 : TEXCOORD2,
16 | float2 vCoord10 : TEXCOORD3,
17 | float2 vCoord11 : TEXCOORD4,
18 | float2 vCoord12 : TEXCOORD5,
19 | float2 vCoord20 : TEXCOORD6,
20 | float2 vCoord21 : TEXCOORD7,
21 | float2 vCoord22 : TEXCOORD8,
22 | float4 out gl_FragColor : COLOR
23 | ) {
24 | float4 color = weight0.x * tex2D(texture0, vCoord00);
25 | color += weight0.y * tex2D(texture0, vCoord01);
26 | color += weight0.z * tex2D(texture0, vCoord02);
27 |
28 | color += weight1.x * tex2D(texture0, vCoord10);
29 | color += weight1.y * tex2D(texture0, vCoord11);
30 | color += weight1.z * tex2D(texture0, vCoord12);
31 |
32 | color += weight2.x * tex2D(texture0, vCoord20);
33 | color += weight2.y * tex2D(texture0, vCoord21);
34 | color += weight2.z * tex2D(texture0, vCoord22);
35 |
36 | gl_FragColor = color + offset;
37 | }
38 |
--------------------------------------------------------------------------------
/shaders/glsl/B7252A5FD06CE55199B1647175A7CA19A5A10FBB.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 |
6 | uniform highp mat4 WorldViewProjectionMatrix;
7 |
8 | uniform highp float offsetX;
9 | uniform highp float offsetY;
10 |
11 | varying mediump vec2 vCoord00;
12 | varying mediump vec2 vCoord01;
13 | varying mediump vec2 vCoord02;
14 | varying mediump vec2 vCoord10;
15 | varying mediump vec2 vCoord11;
16 | varying mediump vec2 vCoord12;
17 | varying mediump vec2 vCoord20;
18 | varying mediump vec2 vCoord21;
19 | varying mediump vec2 vCoord22;
20 |
21 | void main(void)
22 | {
23 | vCoord11 = TexCoord0;
24 |
25 | vCoord00 = vCoord11 + vec2(-offsetX,-offsetY);
26 | vCoord01 = vCoord11 + vec2(0,-offsetY);
27 | vCoord02 = vCoord11 + vec2(offsetX,-offsetY);
28 |
29 | vCoord10 = vCoord11 + vec2(-offsetX,0);
30 | //vCoord11 = vCoord11 + vec2(0,0);
31 | vCoord12 = vCoord11 + vec2(offsetX,0);
32 |
33 | vCoord20 = vCoord11 + vec2(-offsetX,offsetY);
34 | vCoord21 = vCoord11 + vec2(0,offsetY);
35 | vCoord22 = vCoord11 + vec2(offsetX,offsetY);
36 |
37 | gl_Position = WorldViewProjectionMatrix * Vertex;
38 | }
39 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_8.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define TEXTURE_2D 0
4 | #define TEXTURE_3D 1
5 | #define TEXTURE_CUBE_MAP 2
6 | #define TEXTURE_RECT 3
7 |
8 | #ifndef TEXTURE_TYPE
9 | #define TEXTURE_TYPE TEXTURE_2D
10 | #endif
11 |
12 | uniform float4x4 WorldViewProjectionMatrix;
13 |
14 | #ifdef TEXTURE_MATRIX
15 | uniform float4x4 TextureMatrix;
16 | #endif
17 |
18 | void main(
19 | float4 Vertex,
20 | float4 Color0,
21 | #if TEXTURE_TYPE == TEXTURE_3D || TEXTURE_TYPE == TEXTURE_CUBE_MAP
22 | float3 TexCoord0,
23 | float3 out vCoord0 : TEXCOORD0,
24 | #else
25 | float2 TexCoord0,
26 | float2 out vCoord0 : TEXCOORD0,
27 | #endif
28 | float4 out vColor0 : COLOR0,
29 | float4 out gl_Position : POSITION,
30 | float out gl_PointSize : PSIZE
31 | ) {
32 | gl_PointSize = 1.0f;
33 | #ifdef TEXTURE_MATRIX
34 | #if TEXTURE_TYPE == TEXTURE_3D || TEXTURE_TYPE == TEXTURE_CUBE_MAP
35 | vCoord0 = mul(float4(TexCoord0, 1.0), TextureMatrix).xyz;
36 | #else
37 | vCoord0 = mul(float4(TexCoord0, 0.0, 1.0), TextureMatrix).xy;
38 | #endif
39 | #else
40 | vCoord0 = TexCoord0;
41 | #endif
42 | vColor0 = Color0;
43 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
44 | }
45 |
--------------------------------------------------------------------------------
/shaders/glsl/A7F7F58D7E0420D99A9D20E69F409A69FB3B7C0E.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | uniform lowp sampler2D texture0;
4 |
5 | varying mediump vec2 vCoord00;
6 | varying mediump vec2 vCoord01;
7 | varying mediump vec2 vCoord02;
8 | varying mediump vec2 vCoord10;
9 | varying mediump vec2 vCoord11;
10 | varying mediump vec2 vCoord12;
11 | varying mediump vec2 vCoord20;
12 | varying mediump vec2 vCoord21;
13 | varying mediump vec2 vCoord22;
14 |
15 | uniform lowp float offset;
16 | uniform lowp vec3 weight0;
17 | uniform lowp vec3 weight1;
18 | uniform lowp vec3 weight2;
19 |
20 | void main()
21 | {
22 | lowp vec4 color = weight0.x * texture2D(texture0, vCoord00);
23 | color += weight0.y * texture2D(texture0, vCoord01);
24 | color += weight0.z * texture2D(texture0, vCoord02);
25 |
26 | color += weight1.x * texture2D(texture0, vCoord10);
27 | color += weight1.y * texture2D(texture0, vCoord11);
28 | color += weight1.z * texture2D(texture0, vCoord12);
29 |
30 | color += weight2.x * texture2D(texture0, vCoord20);
31 | color += weight2.y * texture2D(texture0, vCoord21);
32 | color += weight2.z * texture2D(texture0, vCoord22);
33 |
34 | gl_FragColor = color + offset;
35 | }
36 |
37 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_14.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 |
4 | uniform float3 light0position;
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float4x4 matWorldIT;
7 | uniform float4x4 matworldviewit;
8 | uniform float4x4 WorldViewT;
9 |
10 | uniform float threshWidth;
11 |
12 | uniform float4x4 matWorldT;
13 | uniform float2 fogstartend;
14 |
15 | void main(
16 | float4 Vertex,
17 | float3 Color,
18 | float2 TexCoord0,
19 | float2 TexCoord1,
20 | float2 out vCoord0 : TEXCOORD0,
21 | float2 out vBlendEdges : TEXCOORD3,
22 | float out vBlend : TEXCOORD2,
23 | float2 out vCoord1 : TEXCOORD1,
24 | float out fogFactor : TEXCOORD9,
25 | float4 out gl_Position : POSITION
26 | ) {
27 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
28 | vCoord0 = TexCoord0;
29 |
30 | #ifdef LIGHTMAP
31 | vCoord1 = TexCoord1;
32 | #endif
33 |
34 | #ifdef BLENDMAP
35 | vBlendEdges.x = Color.r - threshWidth*0.5;
36 | vBlendEdges.y = 1.0 / threshWidth;
37 | #else
38 | vBlend = Color.r;
39 | #endif
40 |
41 | #ifdef CG_FOG
42 | float depth = dot(WorldViewT[2], Vertex);
43 | fogFactor = clamp((-depth - fogstartend[0])/(fogstartend[1] - fogstartend[0]), 0.0, 1.0);
44 | #endif
45 | }
46 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | The MIT License (MIT)
2 |
3 | Copyright (C) 2021 Andy Nguyen
4 | Copyright (C) 2021-2022 Rinnegatamante
5 | Copyright (C) 2022-2024 Volodymyr Atamanenko
6 |
7 | Permission is hereby granted, free of charge, to any person obtaining a copy
8 | of this software and associated documentation files (the "Software"), to deal
9 | in the Software without restriction, including without limitation the rights
10 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
11 | copies of the Software, and to permit persons to whom the Software is
12 | furnished to do so, subject to the following conditions:
13 |
14 | The above copyright notice and this permission notice shall be included in all
15 | copies or substantial portions of the Software.
16 |
17 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
20 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23 | SOFTWARE.
24 |
--------------------------------------------------------------------------------
/shaders/glsl/common/common_shader_14.glsl:
--------------------------------------------------------------------------------
1 | attribute highp vec4 Vertex;
2 | attribute mediump vec3 Color;
3 | attribute mediump vec2 TexCoord0;
4 | attribute mediump vec2 TexCoord1;
5 |
6 | uniform highp vec3 light0position;
7 | uniform highp mat4 WorldViewProjectionMatrix;
8 | uniform highp mat4 matWorldIT;
9 | uniform highp mat4 matworldviewit;
10 | uniform highp mat4 WorldViewT;
11 |
12 |
13 | varying mediump vec2 vCoord0;
14 | varying mediump vec2 vBlendEdges;
15 | uniform mediump float threshWidth;
16 | varying mediump float vBlend;
17 |
18 | varying mediump vec2 vCoord1;
19 |
20 | uniform highp mat4 matWorldT;
21 | varying lowp float fogFactor;
22 | uniform mediump vec2 fogstartend;
23 |
24 | void main()
25 | {
26 | gl_Position = WorldViewProjectionMatrix * Vertex;
27 | vCoord0 = TexCoord0;
28 |
29 | #ifdef LIGHTMAP
30 | vCoord1 = TexCoord1;
31 | #endif
32 |
33 | #ifdef BLENDMAP
34 | vBlendEdges.x = Color.r - threshWidth*0.5;
35 | vBlendEdges.y = 1.0 / threshWidth;
36 | #else
37 | vBlend = Color.r;
38 | #endif
39 |
40 | #ifdef CG_FOG
41 | float depth = dot(WorldViewT[2], Vertex);
42 | fogFactor = clamp((-depth - fogstartend[0])/(fogstartend[1] - fogstartend[0]), 0.0, 1.0);
43 | #endif
44 | }
45 |
--------------------------------------------------------------------------------
/shaders/cg/B7252A5FD06CE55199B1647175A7CA19A5A10FBB.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 |
7 | uniform float offsetX;
8 | uniform float offsetY;
9 |
10 | void main(
11 | float4 Vertex,
12 | float2 TexCoord0,
13 | float2 out vCoord00 : TEXCOORD0,
14 | float2 out vCoord01 : TEXCOORD1,
15 | float2 out vCoord02 : TEXCOORD2,
16 | float2 out vCoord10 : TEXCOORD3,
17 | float2 out vCoord11 : TEXCOORD4,
18 | float2 out vCoord12 : TEXCOORD5,
19 | float2 out vCoord20 : TEXCOORD6,
20 | float2 out vCoord21 : TEXCOORD7,
21 | float2 out vCoord22 : TEXCOORD8,
22 | float4 out gl_Position : POSITION,
23 | float out gl_PointSize : PSIZE
24 | ) {
25 | gl_PointSize = 1.0f;
26 | vCoord11 = TexCoord0;
27 |
28 | vCoord00 = vCoord11 + float2(-offsetX,-offsetY);
29 | vCoord01 = vCoord11 + float2(0,-offsetY);
30 | vCoord02 = vCoord11 + float2(offsetX,-offsetY);
31 |
32 | vCoord10 = vCoord11 + float2(-offsetX,0);
33 | vCoord12 = vCoord11 + float2(offsetX,0);
34 |
35 | vCoord20 = vCoord11 + float2(-offsetX,offsetY);
36 | vCoord21 = vCoord11 + float2(0,offsetY);
37 | vCoord22 = vCoord11 + float2(offsetX,offsetY);
38 |
39 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
40 | }
41 |
--------------------------------------------------------------------------------
/shaders/glsl/common/common_shader_8.glsl:
--------------------------------------------------------------------------------
1 | #define TEXTURE_2D 0
2 | #define TEXTURE_3D 1
3 | #define TEXTURE_CUBE_MAP 2
4 | #define TEXTURE_RECT 3
5 |
6 | #ifndef TEXTURE_TYPE
7 | # define TEXTURE_TYPE TEXTURE_2D
8 | #endif
9 |
10 | attribute highp vec4 Vertex;
11 | #if TEXTURE_TYPE == TEXTURE_3D || TEXTURE_TYPE == TEXTURE_CUBE_MAP
12 | attribute mediump vec3 TexCoord0;
13 | #else
14 | attribute mediump vec2 TexCoord0;
15 | #endif
16 | attribute lowp vec4 Color0;
17 |
18 | uniform highp mat4 WorldViewProjectionMatrix;
19 |
20 | #if TEXTURE_TYPE == TEXTURE_3D || TEXTURE_TYPE == TEXTURE_CUBE_MAP
21 | varying mediump vec3 vCoord0;
22 | #else
23 | varying mediump vec2 vCoord0;
24 | #endif
25 | varying lowp vec4 vColor0;
26 |
27 | #ifdef TEXTURE_MATRIX
28 | uniform mediump mat4 TextureMatrix;
29 | #endif
30 |
31 | void main(void)
32 | {
33 | #ifdef TEXTURE_MATRIX
34 | # if TEXTURE_TYPE == TEXTURE_3D || TEXTURE_TYPE == TEXTURE_CUBE_MAP
35 | vCoord0 = (TextureMatrix * vec4(TexCoord0, 1.0)).xyz;
36 | # else
37 | vCoord0 = (TextureMatrix * vec4(TexCoord0, 0.0, 1.0)).xy;
38 | # endif
39 | #else
40 | vCoord0 = TexCoord0;
41 | #endif
42 | vColor0 = Color0;
43 | gl_Position = WorldViewProjectionMatrix * Vertex;
44 | }
45 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_21.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | uniform float4x4 WorldViewProjectionMatrix;
4 |
5 | uniform float4x4 matWorldT;
6 | uniform float4x4 matWorldI;
7 | uniform float4x4 matWorldIT;
8 | uniform float4x4 matViewI;
9 |
10 | uniform float4x4 WorldViewT;
11 | uniform float2 fogstartend;
12 |
13 | void main(
14 | float4 Vertex,
15 | #ifdef CUBE
16 | float3 Normal,
17 | #endif
18 | float2 TexCoord0,
19 | float2 TexCoord1,
20 | float2 out vCoord0 : TEXCOORD0,
21 | float2 out vCoord1 : TEXCOORD1,
22 | float3 out vReflection : TEXCOORD7,
23 | float out fogFactor : TEXCOORD9,
24 | float4 out gl_Position : POSITION
25 | ) {
26 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
27 | vCoord0 = TexCoord0;
28 | vCoord1 = TexCoord1;
29 |
30 | #ifdef CUBE
31 | // Eye direction
32 | float4 eyePosition = mul(matViewI[3], matWorldI);
33 | float3 eyeDirection = normalize(eyePosition.xyz - Vertex.xyz);
34 | eyeDirection = mul(float4(eyeDirection,0), matWorldIT).xyz;
35 |
36 | // Reflection
37 | vReflection = normalize(reflect(eyeDirection, Normal));
38 | #endif
39 |
40 | #ifdef CG_FOG
41 | float depth = dot(WorldViewT[2], Vertex);
42 | fogFactor = clamp((depth - fogstartend[0])/(fogstartend[1] - fogstartend[0]), 0.0, 1.0);
43 | #endif
44 | }
45 |
--------------------------------------------------------------------------------
/shaders/glsl/common/common_shader_21.glsl:
--------------------------------------------------------------------------------
1 |
2 | attribute highp vec4 Vertex;
3 |
4 | #ifdef CUBE
5 | attribute highp vec3 Normal;
6 | #endif
7 |
8 | attribute mediump vec2 TexCoord0;
9 | attribute mediump vec2 TexCoord1;
10 |
11 | uniform highp mat4 WorldViewProjectionMatrix;
12 |
13 | varying mediump vec2 vCoord0;
14 | varying mediump vec2 vCoord1;
15 | varying highp vec3 vReflection;
16 |
17 | uniform highp mat4 matWorldT;
18 | uniform highp mat4 matWorldI;
19 | uniform highp mat4 matWorldIT;
20 | uniform highp mat4 matViewI;
21 |
22 | uniform highp mat4 WorldViewT;
23 | varying lowp float fogFactor;
24 | uniform mediump vec2 fogstartend;
25 |
26 | void main()
27 | {
28 | gl_Position = WorldViewProjectionMatrix * Vertex;
29 | vCoord0 = TexCoord0;
30 | vCoord1 = TexCoord1;
31 |
32 | #ifdef CUBE
33 | // Eye direction
34 | highp vec4 eyePosition = matWorldI * matViewI[3];
35 | highp vec3 eyeDirection = normalize(eyePosition.xyz - Vertex.xyz);
36 | eyeDirection = (matWorldIT * vec4(eyeDirection,0)).xyz;
37 |
38 | // Reflection
39 | vReflection = normalize(reflect(eyeDirection, Normal));
40 | #endif
41 |
42 |
43 | #ifdef FOG
44 | float depth = dot(WorldViewT[2], Vertex);
45 | fogFactor = clamp((depth - fogstartend[0])/(fogstartend[1] - fogstartend[0]), 0.0, 1.0);
46 | #endif
47 |
48 | }
49 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_5.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | uniform sampler2D texture0;
4 | uniform sampler2D texture1;
5 | uniform float threshold;
6 | uniform float bloomFactor;
7 |
8 | uniform float2 texelSize;
9 | uniform float2 invert;
10 |
11 | uniform float random;
12 |
13 | uniform float effectFactor;
14 |
15 | float4 screen(float4 a, float4 b)
16 | {
17 | return b + (a * (1.0-b));
18 | }
19 |
20 | void main(
21 | float2 vCoordSource : TEXCOORD5,
22 | float2 vCoordBlur0 : TEXCOORD0,
23 | float2 vCoordBlur1 : TEXCOORD1,
24 | float2 vCoordBlur2 : TEXCOORD2,
25 | float2 vCoordBlur3 : TEXCOORD3,
26 | float vBlurFactor : TEXCOORD9,
27 | float vGammaFactor : TEXCOORD7,
28 | float4 vFlashColor : COLOR0,
29 | float4 out gl_FragColor : COLOR
30 | ) {
31 | float4 color = tex2D(texture0, vCoordSource);
32 | #ifdef BLUR
33 | float4 blur = float4(0.0);
34 | blur += 0.25 * tex2D(texture1, vCoordBlur0);
35 | blur += 0.25 * tex2D(texture1, vCoordBlur1);
36 | blur += 0.25 * tex2D(texture1, vCoordBlur2);
37 | blur += 0.25 * tex2D(texture1, vCoordBlur3);
38 |
39 | // Initial level
40 | color = lerp(color, blur, vBlurFactor);
41 | #endif
42 |
43 | float4 highColor = color*color;
44 | highColor *= highColor;
45 | highColor *= highColor;
46 |
47 | color = vFlashColor + lerp(color, highColor, vGammaFactor);
48 |
49 | gl_FragColor = color;
50 | }
51 |
--------------------------------------------------------------------------------
/source/utils/logger.h:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright (C) 2022-2024 Volodymyr Atamanenko
3 | *
4 | * This software may be modified and distributed under the terms
5 | * of the MIT license. See the LICENSE file for details.
6 | */
7 |
8 | /**
9 | * @file logger.h
10 | * @brief Logging utilities.
11 | */
12 |
13 | #ifndef SOLOADER_LOGGER_H
14 | #define SOLOADER_LOGGER_H
15 |
16 | #ifdef __cplusplus
17 | extern "C" {
18 | #endif
19 |
20 | #define LT_DEBUG 0
21 | #define LT_INFO 1
22 | #define LT_WARN 2
23 | #define LT_ERROR 3
24 | #define LT_FATAL 4
25 | #define LT_SUCCESS 5
26 | #define LT_WAIT 6
27 |
28 | #ifdef DEBUG_SOLOADER
29 | #define l_debug(...) _log_print(LT_DEBUG, __VA_ARGS__)
30 | #define l_info(...) _log_print(LT_INFO, __VA_ARGS__)
31 | #define l_warn(...) _log_print(LT_WARN, __VA_ARGS__)
32 | #define l_success(...) _log_print(LT_SUCCESS, __VA_ARGS__)
33 | #define l_wait(...) _log_print(LT_WAIT, __VA_ARGS__)
34 | #else
35 | #define l_debug(...)
36 | #define l_info(...)
37 | #define l_warn(...)
38 | #define l_success(...)
39 | #define l_wait(...)
40 | #endif
41 |
42 | #define l_error(...) _log_print(LT_ERROR, __VA_ARGS__)
43 | #define l_fatal(...) _log_print(LT_FATAL, __VA_ARGS__)
44 |
45 | void _log_print(int t, const char* fmt, ...)
46 | __attribute__ ((format (printf, 2, 3)));
47 |
48 | #ifdef __cplusplus
49 | };
50 | #endif
51 |
52 | #endif // SOLOADER_LOGGER_H
53 |
--------------------------------------------------------------------------------
/extras/icons/joystick-right.svg:
--------------------------------------------------------------------------------
1 |
12 |
--------------------------------------------------------------------------------
/shaders/compile.py:
--------------------------------------------------------------------------------
1 | import glob
2 | import subprocess
3 | from pathlib import Path
4 | import os
5 |
6 | sce_vp_psp2 = []
7 | sce_fp_psp2 = []
8 |
9 | def gettargetname(file):
10 | res = file.replace("cg/", "gxp/")
11 | res = file.replace("glsl_out/", "gxp/")
12 | res = file.replace("cg_processed/", "gxp/")
13 | res = res.replace("cg\\", "gxp\\")
14 | res = res.replace("glsl_out\\", "gxp\\")
15 | res = res.replace("cg_processed\\", "gxp\\")
16 | res = res.replace(".cg", ".gxp")
17 | return res
18 |
19 | for file in glob.glob("cg_processed/*.cg"):
20 | with open(file) as f:
21 | first_line = f.readline()
22 | if "sce_fp_psp2" in first_line:
23 | sce_fp_psp2.append(file)
24 | elif "sce_vp_psp2" in first_line:
25 | sce_vp_psp2.append(file)
26 | else:
27 | print("Malformed cg shader: no profile header found\n")
28 |
29 | for shader in sce_vp_psp2:
30 | Path(os.path.dirname(gettargetname(shader))).mkdir(parents=True, exist_ok=True)
31 | subprocess.run(["psp2cgc.exe", "-profile", "sce_vp_psp2", shader, "-cache", "-W4", "-Wperf", "-fastprecision", "-O4", "-o", gettargetname(shader)])
32 |
33 | for shader in sce_fp_psp2:
34 | Path(os.path.dirname(gettargetname(shader))).mkdir(parents=True, exist_ok=True)
35 | subprocess.run(["psp2cgc.exe", "-profile", "sce_fp_psp2", shader, "-cache", "-W4", "-Wperf", "-fastprecision", "-O4", "-o", gettargetname(shader)])
36 |
--------------------------------------------------------------------------------
/lib/sha1/sha1.h:
--------------------------------------------------------------------------------
1 | /*********************************************************************
2 | * Filename: sha1.h
3 | * Author: Brad Conte (brad AT bradconte.com)
4 | * Copyright:
5 | * Disclaimer: This code is presented "as is" without any guarantees.
6 | * Details: Defines the API for the corresponding SHA1 implementation.
7 | *********************************************************************/
8 |
9 | #ifndef SHA1_H
10 | #define SHA1_H
11 |
12 | #ifdef __cplusplus
13 | extern "C" {
14 | #endif
15 |
16 | /*************************** HEADER FILES ***************************/
17 | #include
18 |
19 | /****************************** MACROS ******************************/
20 | #define SHA1_BLOCK_SIZE 20 // SHA1 outputs a 20 byte digest
21 |
22 | /**************************** DATA TYPES ****************************/
23 | typedef unsigned char BYTE; // 8-bit byte
24 | typedef unsigned int WORD; // 32-bit word, change to "long" for 16-bit machines
25 |
26 | typedef struct {
27 | BYTE data[64];
28 | WORD datalen;
29 | unsigned long long bitlen;
30 | WORD state[5];
31 | WORD k[4];
32 | } SHA1_CTX;
33 |
34 | /*********************** FUNCTION DECLARATIONS **********************/
35 | void sha1_init(SHA1_CTX *ctx);
36 | void sha1_update(SHA1_CTX *ctx, const BYTE data[], size_t len);
37 | void sha1_final(SHA1_CTX *ctx, BYTE hash[]);
38 |
39 | #ifdef __cplusplus
40 | };
41 | #endif
42 |
43 | #endif // SHA1_H
44 |
--------------------------------------------------------------------------------
/source/utils/settings.c:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright (C) 2021 Andy Nguyen
3 | * Copyright (C) 2022-2023 Volodymyr Atamanenko
4 | *
5 | * This software may be modified and distributed under the terms
6 | * of the MIT license. See the LICENSE file for details.
7 | */
8 |
9 | #include
10 | #include
11 | #include "settings.h"
12 |
13 | #define CONFIG_FILE_PATH DATA_PATH"config.txt"
14 |
15 | int setting_sampleSetting;
16 | bool setting_sampleSetting2;
17 |
18 | void settings_reset() {
19 | setting_sampleSetting = 1;
20 | setting_sampleSetting2 = true;
21 | }
22 |
23 | void settings_load() {
24 | settings_reset();
25 |
26 | char buffer[30];
27 | int value;
28 |
29 | FILE *config = fopen(CONFIG_FILE_PATH, "r");
30 |
31 | if (config) {
32 | while (EOF != fscanf(config, "%[^ ] %d\n", buffer, &value)) {
33 | if (strcmp("setting_sampleSetting", buffer) == 0) setting_sampleSetting = (int)value;
34 | else if (strcmp("setting_sampleSetting2", buffer) == 0) setting_sampleSetting2 = (bool)value;
35 | }
36 | fclose(config);
37 | }
38 | }
39 |
40 | void settings_save() {
41 | FILE *config = fopen(CONFIG_FILE_PATH, "w+");
42 |
43 | if (config) {
44 | fprintf(config, "%s %d\n", "setting_sampleSetting", (int)(setting_sampleSetting));
45 | fprintf(config, "%s %d\n", "setting_sampleSetting2", (int)(setting_sampleSetting2));
46 | fclose(config);
47 | }
48 | }
49 |
--------------------------------------------------------------------------------
/shaders/cg/FCECDB104D2D2EC5CA663A40B98C3C5089226572.cg:
--------------------------------------------------------------------------------
1 | // profile sce_vp_psp2
2 |
3 | #define GLITCH_OPENGLES_2
4 |
5 | uniform float4x4 WorldViewProjectionMatrix;
6 | uniform float2 texelSize;
7 | uniform float2 decimatedTexelSize;
8 |
9 | uniform float effectFactor;
10 |
11 | void main(
12 | float4 Vertex,
13 | float2 TexCoord0,
14 | float2 TexCoord1,
15 | float2 out vCoordSource : TEXCOORD5,
16 | float2 out vCoordBlur0 : TEXCOORD0,
17 | float2 out vCoordBlur1 : TEXCOORD1,
18 | float2 out vCoordBlur2 : TEXCOORD2,
19 | float2 out vCoordBlur3 : TEXCOORD3,
20 | float out vBlurFactor : TEXCOORD9,
21 | float out vGammaFactor : TEXCOORD7,
22 | float4 out vFlashColor : COLOR0,
23 | float4 out gl_Position : POSITION,
24 | float out gl_PointSize : PSIZE
25 | ) {
26 | gl_PointSize = 1.0f;
27 | vCoordSource = TexCoord0 + float2(0.5 * texelSize.x,0.5 * texelSize.x);
28 | float2 uv = TexCoord1;
29 | //vCoordDecimated = uv;
30 | float2 offset = decimatedTexelSize;
31 | vCoordBlur0 = uv + float2( offset.x, offset.y);
32 | vCoordBlur1 = uv + float2(-offset.x, offset.y);
33 | vCoordBlur2 = uv + float2( offset.x, -offset.y);
34 | vCoordBlur3 = uv + float2(-offset.x, -offset.y);
35 |
36 | vBlurFactor = pow(effectFactor,0.4);
37 | vGammaFactor = pow(effectFactor,1.0);
38 | float flashFactor = pow(effectFactor,3.0);
39 |
40 | vFlashColor = float4(1.2,1.1,1.0,1.0) * flashFactor;
41 |
42 | gl_Position = mul(Vertex, WorldViewProjectionMatrix);
43 | }
44 |
--------------------------------------------------------------------------------
/shaders/preprocess.py:
--------------------------------------------------------------------------------
1 | import os
2 |
3 | def process_cg_file(input_path, output_path):
4 | with open(input_path, 'r') as infile:
5 | content = infile.readlines()
6 |
7 | processed_content = []
8 | for line in content:
9 | if line.startswith("##include"):
10 | include_file = line.split('"')[1] # Extract the file name from the include directive
11 | include_path = os.path.join("common", include_file)
12 |
13 | if os.path.exists(include_path):
14 | with open(include_path, 'r') as include_file_content:
15 | processed_content.extend(include_file_content.readlines())
16 | else:
17 | print(f"Warning: {include_path} not found.")
18 |
19 | else:
20 | processed_content.append(line)
21 |
22 | with open(output_path, 'w') as outfile:
23 | outfile.writelines(processed_content)
24 |
25 | def process_folder(input_folder, output_folder):
26 | if not os.path.exists(output_folder):
27 | os.makedirs(output_folder)
28 |
29 | for filename in os.listdir(input_folder):
30 | if filename.endswith(".cg"):
31 | input_path = os.path.join(input_folder, filename)
32 | output_path = os.path.join(output_folder, filename)
33 | process_cg_file(input_path, output_path)
34 |
35 | if __name__ == "__main__":
36 | input_folder = "cg"
37 | output_folder = "cg_processed"
38 |
39 | process_folder(input_folder, output_folder)
40 |
--------------------------------------------------------------------------------
/shaders/glsl/FCECDB104D2D2EC5CA663A40B98C3C5089226572.glsl:
--------------------------------------------------------------------------------
1 | #define GLITCH_OPENGLES_2
2 |
3 | attribute highp vec4 Vertex;
4 | attribute mediump vec2 TexCoord0;
5 | attribute mediump vec2 TexCoord1;
6 |
7 | uniform highp mat4 WorldViewProjectionMatrix;
8 | uniform mediump vec2 texelSize;
9 | uniform mediump vec2 decimatedTexelSize;
10 |
11 | varying mediump vec2 vCoordSource;
12 | //varying mediump vec2 vCoordDecimated;
13 | varying mediump vec2 vCoordBlur0;
14 | varying mediump vec2 vCoordBlur1;
15 | varying mediump vec2 vCoordBlur2;
16 | varying mediump vec2 vCoordBlur3;
17 |
18 | uniform lowp float effectFactor;
19 | varying lowp float vBlurFactor;
20 | //varying lowp float vFlashFactor;
21 | varying lowp float vGammaFactor;
22 | //varying lowp float vInvFlashFactor;
23 | varying lowp vec4 vFlashColor;
24 |
25 |
26 | void main(void)
27 | {
28 | vCoordSource = TexCoord0 + vec2(0.5 * texelSize.x,0.5 * texelSize.x);
29 | mediump vec2 uv = TexCoord1;
30 | //vCoordDecimated = uv;
31 | mediump vec2 offset = decimatedTexelSize;
32 | vCoordBlur0 = uv + vec2( offset.x, offset.y);
33 | vCoordBlur1 = uv + vec2(-offset.x, offset.y);
34 | vCoordBlur2 = uv + vec2( offset.x, -offset.y);
35 | vCoordBlur3 = uv + vec2(-offset.x, -offset.y);
36 |
37 | vBlurFactor = pow(effectFactor,0.4);
38 | vGammaFactor = pow(effectFactor,1.0);
39 | lowp float flashFactor = pow(effectFactor,3.0);
40 |
41 | vFlashColor = vec4(1.2,1.1,1.0,1.0) * flashFactor;
42 |
43 | gl_Position = WorldViewProjectionMatrix * Vertex;
44 | }
45 |
--------------------------------------------------------------------------------
/source/reimpl/sys.h:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright (C) 2021 Andy Nguyen
3 | * Copyright (C) 2022 Rinnegatamante
4 | * Copyright (C) 2022-2023 Volodymyr Atamanenko
5 | *
6 | * This software may be modified and distributed under the terms
7 | * of the MIT license. See the LICENSE file for details.
8 | */
9 |
10 | /**
11 | * @file sys.h
12 | * @brief Implementations and wrappers for misc. system functions.
13 | */
14 |
15 | #ifndef SOLOADER_SYS_H
16 | #define SOLOADER_SYS_H
17 |
18 | #ifdef __cplusplus
19 | extern "C" {
20 | #endif
21 |
22 | #include
23 |
24 | #define PAGE_SIZE 4096
25 |
26 | clock_t clock_soloader(void);
27 |
28 | int clock_gettime_soloader(clockid_t clock_id, struct timespec * tp);
29 |
30 | int clock_getres_soloader(clockid_t clock_id, struct timespec * res);
31 |
32 | int __system_property_get_soloader(const char *name, char *value);
33 |
34 | void assert2(const char *f, int l, const char *func, const char *msg);
35 |
36 | void syscall(int c);
37 |
38 | void __stack_chk_fail_soloader();
39 |
40 | void abort_soloader();
41 |
42 | void exit_soloader(int status);
43 |
44 | int __atomic_dec(volatile int *ptr);
45 |
46 | int __atomic_inc(volatile int *ptr);
47 |
48 | int __atomic_swap(int new_value, volatile int *ptr);
49 |
50 | int __atomic_cmpxchg(int old_value, int new_value, volatile int* ptr);
51 |
52 | char * getenv_soloader(const char * name);
53 |
54 | int setenv_soloader(const char * name, const char * value, int overwrite);
55 |
56 | int getpagesize(void);
57 |
58 | #ifdef __cplusplus
59 | };
60 | #endif
61 |
62 | #endif // SOLOADER_SYS_H
63 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_11.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | #if defined(LIGHTMAP) || defined(CG_FOG)
4 | #define DIFFUSE
5 | #endif
6 |
7 | uniform sampler2D DiffuseMapSampler;
8 | uniform samplerCUBE CubeMapSampler;
9 | uniform sampler2D LightMapSampler;
10 | uniform sampler2D NormalMapSampler;
11 | uniform sampler2D ReflectionMapSampler;
12 |
13 | uniform float4 fogcolor;
14 |
15 | uniform float4 lightmapFactor;
16 | uniform float3 sunFactorA;
17 |
18 | void main(
19 | float2 vCoordDiffuse : TEXCOORD1,
20 | float2 vCoordLightMap : TEXCOORD2,
21 | float2 vCoordReflectionMap : TEXCOORD3,
22 | float4 vDebug : TEXCOORD4,
23 | float3 vReflection : TEXCOORD7,
24 | float3 vReflectionAmount : TEXCOORD8,
25 | float fogFactor : TEXCOORD9,
26 | float4 out gl_FragColor : COLOR
27 | ) {
28 | float4 color = float4(0,0,0,0);
29 |
30 | #ifdef DIFFUSE
31 | color = tex2D(DiffuseMapSampler, vCoordDiffuse);
32 | #endif
33 |
34 | #ifdef LIGHTMAP
35 | float4 lightmap = tex2D(LightMapSampler, vCoordLightMap);
36 | lightmap *= (2.0 - lightmap.a);
37 | color *= lightmap * lightmapFactor;
38 | #endif
39 |
40 | float4 reflectedColor = texCUBE(CubeMapSampler, vReflection);
41 | reflectedColor.rgb *= vReflectionAmount;
42 |
43 | #ifdef REFLECTIONMAP
44 | float4 reflectionMap = tex2D(ReflectionMapSampler, vCoordReflectionMap);
45 | reflectedColor.rgb *= reflectionMap.r;
46 | #endif
47 |
48 | color += reflectedColor;
49 |
50 |
51 | #ifdef CG_FOG
52 | color.xyz = lerp(color.xyz, fogcolor.xyz, fogFactor);
53 | #endif
54 |
55 | #ifdef DIFFUSE
56 | color.rgb += sunFactorA;
57 | #endif
58 |
59 | gl_FragColor = color;
60 | }
61 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_15.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | uniform sampler2D DiffuseMapSampler;
4 | uniform sampler2D Diffuse2MapSampler;
5 |
6 | uniform sampler2D LightMapSampler;
7 | uniform float4 lightmapFactor;
8 |
9 | uniform sampler2D BlendMapSampler;
10 | uniform float threshWidth;
11 |
12 | uniform float4 fogcolor;
13 |
14 | uniform float3 sunFactorA;
15 |
16 | void main(
17 | float2 vCoord0 : TEXCOORD0,
18 | float2 vBlendEdges : TEXCOORD3,
19 | float vBlend : TEXCOORD2,
20 | float2 vCoord1 : TEXCOORD1,
21 | float fogFactor : TEXCOORD9,
22 | float4 out gl_FragColor : COLOR
23 | ) {
24 | float4 color = tex2D(DiffuseMapSampler, vCoord0);
25 | float4 color2 = tex2D(Diffuse2MapSampler, vCoord0);
26 |
27 | #ifdef BLENDMAP
28 | float blendMap = tex2D(BlendMapSampler, vCoord0).r;
29 |
30 | float blend = clamp((blendMap - vBlendEdges.x) * vBlendEdges.y, 0.0, 1.0);
31 | color.rgb = lerp(color2.rgb, color.rgb, blend);
32 |
33 | #elif defined(STEP)
34 | float blendMap = tex2D(BlendMapSampler, vCoord0).r;
35 | float blend = clamp((blendMap - vBlend) * 1000.0, 0.0, 1.0);
36 | //float blend = step(blendMap, vBlend);
37 | color.rgb = lerp(color.rgb, color2.rgb, blend);
38 | #else
39 | color.rgb = lerp(color.rgb, color2.rgb, vBlend);
40 | #endif
41 |
42 | #ifdef LIGHTMAP
43 | float4 lightmap = tex2D(LightMapSampler, vCoord1);
44 | color *= lightmap * lightmapFactor;
45 | #endif
46 |
47 | #ifdef CG_FOG
48 | color.rgb = lerp(color.rgb, fogcolor.rgb, fogFactor);
49 | #endif
50 |
51 | #ifdef GAMMA
52 | color.rgb *= color.rgb;
53 | #endif
54 |
55 | color.rgb += sunFactorA;
56 |
57 | gl_FragColor = color;
58 | }
59 |
--------------------------------------------------------------------------------
/shaders/glsl/common/common_shader_5.glsl:
--------------------------------------------------------------------------------
1 | uniform lowp sampler2D texture0;
2 | uniform lowp sampler2D texture1;
3 | uniform lowp float threshold;
4 | uniform lowp float bloomFactor;
5 |
6 |
7 | varying mediump vec2 vCoordSource;
8 | //varying mediump vec2 vCoordDecimated;
9 |
10 | varying mediump vec2 vCoordBlur0;
11 | varying mediump vec2 vCoordBlur1;
12 | varying mediump vec2 vCoordBlur2;
13 | varying mediump vec2 vCoordBlur3;
14 |
15 | uniform mediump vec2 texelSize;
16 | uniform mediump vec2 invert;
17 | //uniform mediump float decimatedTexelSize;
18 |
19 | uniform mediump float random;
20 |
21 | uniform lowp float effectFactor;
22 | varying lowp float vBlurFactor;
23 | //varying lowp float vFlashFactor;
24 | varying lowp float vGammaFactor;
25 | //varying lowp float vInvFlashFactor;
26 | varying lowp vec4 vFlashColor;
27 |
28 | lowp vec4 screen(lowp vec4 a, lowp vec4 b)
29 | {
30 | return b + (a * (1.0-b));
31 | }
32 |
33 | void main()
34 | {
35 | lowp vec4 color = texture2D(texture0, vCoordSource);
36 | #ifdef BLUR
37 | lowp vec4 blur = vec4(0.0);
38 | blur += 0.25 * texture2D(texture1, vCoordBlur0);
39 | blur += 0.25 * texture2D(texture1, vCoordBlur1);
40 | blur += 0.25 * texture2D(texture1, vCoordBlur2);
41 | blur += 0.25 * texture2D(texture1, vCoordBlur3);
42 |
43 | // Initial level
44 | color = mix(color, blur, vBlurFactor);
45 | #endif
46 |
47 | lowp vec4 highColor = color*color;
48 | highColor *= highColor;
49 | highColor *= highColor;
50 |
51 | color = vFlashColor + mix(color, highColor, vGammaFactor);
52 |
53 |
54 |
55 | gl_FragColor = color;//mix(color, highColor, effectFactor);
56 | }
57 |
--------------------------------------------------------------------------------
/shaders/glsl/common/common_shader_11.glsl:
--------------------------------------------------------------------------------
1 | #if defined(LIGHTMAP) || defined(CG_FOG)
2 | #define DIFFUSE
3 | #endif
4 |
5 | uniform sampler2D DiffuseMapSampler;
6 | uniform samplerCube CubeMapSampler;
7 | uniform sampler2D LightMapSampler;
8 | uniform sampler2D NormalMapSampler;
9 | uniform sampler2D ReflectionMapSampler;
10 |
11 | varying mediump vec2 vCoordDiffuse;
12 | varying mediump vec2 vCoordLightMap;
13 | varying mediump vec2 vCoordReflectionMap;
14 | varying mediump vec4 vDebug;
15 |
16 | varying highp vec3 vReflection;
17 | varying lowp vec3 vReflectionAmount;
18 |
19 | uniform lowp vec4 fogcolor;
20 | varying lowp float fogFactor;
21 |
22 | uniform lowp vec4 lightmapFactor;
23 | uniform lowp vec3 sunFactorA;
24 |
25 | void main()
26 | {
27 | lowp vec4 color = vec4(0,0,0,0);
28 |
29 | #ifdef DIFFUSE
30 | color = texture2D(DiffuseMapSampler, vCoordDiffuse);
31 | #endif
32 |
33 | #ifdef LIGHTMAP
34 | lowp vec4 lightmap = texture2D(LightMapSampler, vCoordLightMap);
35 | lightmap *= (2.0 - lightmap.a);
36 | color *= lightmap * lightmapFactor;
37 | #endif
38 |
39 |
40 | lowp vec4 reflectedColor = textureCube(CubeMapSampler, vReflection);
41 | reflectedColor.rgb *= vReflectionAmount;
42 |
43 | #ifdef REFLECTIONMAP
44 | lowp vec4 reflectionMap = texture2D(ReflectionMapSampler, vCoordReflectionMap);
45 | reflectedColor.rgb *= reflectionMap.r;
46 | #endif
47 |
48 |
49 | color += reflectedColor;
50 |
51 |
52 | #ifdef CG_FOG
53 | color.xyz = mix(color.xyz, fogcolor.xyz, fogFactor);
54 | #endif
55 |
56 | #ifdef DIFFUSE
57 | color.rgb += sunFactorA;
58 | #endif
59 |
60 | gl_FragColor = color;
61 | }
62 |
--------------------------------------------------------------------------------
/shaders/glsl/common/common_shader_3.glsl:
--------------------------------------------------------------------------------
1 | #define TEXTURE_2D 0
2 | #define TEXTURE_3D 1
3 | #define TEXTURE_CUBE_MAP 2
4 | #define TEXTURE_RECT 3
5 |
6 | #ifndef TEXTURE_TYPE
7 | # define TEXTURE_TYPE TEXTURE_2D
8 | #endif
9 |
10 | #if GL_ES && TEXTURE_TYPE == TEXTURE_3D && !defined(GL_OES_texture_3D)
11 | # undef TEXTURE_TYPE
12 | # define TEXTURE_TYPE TEXTURE_2D
13 | #elif GL_ES && TEXTURE_TYPE == TEXTURE_3D
14 | # extension GL_OES_texture_3D : enable
15 | #elif GL_ES && TEXTURE_TYPE == TEXTURE_RECT
16 | # error texture rectangle not supported with GLES2
17 | #elif TEXTURE_TYPE == TEXTURE_RECT
18 | # extension GL_ARB_texture_rectangle : enable
19 | #endif
20 |
21 | #if TEXTURE_TYPE == TEXTURE_3D
22 | uniform lowp sampler3D texture;
23 | #elif TEXTURE_TYPE == TEXTURE_CUBE_MAP
24 | uniform lowp samplerCube texture;
25 | #elif TEXTURE_TYPE == TEXTURE_RECT
26 | uniform lowp sampler2DRect texture;
27 | #else
28 | uniform lowp sampler2D texture;
29 | uniform lowp sampler2D texture_alpha;
30 | #endif
31 |
32 | #if TEXTURE_TYPE == TEXTURE_3D || TEXTURE_TYPE == TEXTURE_CUBE_MAP
33 | varying mediump vec3 vCoord0;
34 | #else
35 | varying mediump vec2 vCoord0;
36 | #endif
37 | varying lowp vec4 vColor0;
38 |
39 | void main()
40 | {
41 | #if TEXTURE_TYPE == TEXTURE_3D
42 | gl_FragColor = texture3D(texture, vCoord0) * vColor0;
43 | #elif TEXTURE_TYPE == TEXTURE_CUBE_MAP
44 | gl_FragColor = textureCube(texture, vCoord0) * vColor0;
45 | #elif TEXTURE_TYPE == TEXTURE_RECT
46 | gl_FragColor = texture2DRect(texture, vCoord0) * vColor0;
47 | #else
48 | gl_FragColor = vec4(texture2D(texture, vCoord0).rgb,
49 | texture2D(texture_alpha, vCoord0).g) * vColor0;
50 | #endif
51 | }
52 |
--------------------------------------------------------------------------------
/shaders/glsl/common/common_shader_15.glsl:
--------------------------------------------------------------------------------
1 | uniform sampler2D DiffuseMapSampler;
2 | uniform sampler2D Diffuse2MapSampler;
3 |
4 | uniform sampler2D LightMapSampler;
5 | uniform lowp vec4 lightmapFactor;
6 |
7 | uniform sampler2D BlendMapSampler;
8 | uniform lowp float threshWidth;
9 |
10 | varying mediump vec2 vCoord0;
11 | varying mediump vec2 vBlendEdges;
12 | varying mediump float vBlend;
13 |
14 | varying mediump vec2 vCoord1;
15 | uniform lowp vec4 fogcolor;
16 | varying lowp float fogFactor;
17 |
18 | uniform lowp vec3 sunFactorA;
19 |
20 | void main()
21 | {
22 | lowp vec4 color = texture2D(DiffuseMapSampler, vCoord0);
23 | lowp vec4 color2 = texture2D(Diffuse2MapSampler, vCoord0);
24 |
25 | #ifdef BLENDMAP
26 | lowp float blendMap = texture2D(BlendMapSampler, vCoord0).r;
27 | // lowp float blend = 1.0-smoothstep(vBlendEdges.x,vBlendEdges.y,blendMap);
28 |
29 | lowp float blend = clamp((blendMap - vBlendEdges.x) * vBlendEdges.y, 0.0, 1.0);
30 | color.rgb = mix(color2.rgb, color.rgb, blend);
31 |
32 | #elif defined(STEP)
33 | lowp float blendMap = texture2D(BlendMapSampler, vCoord0).r;
34 | lowp float blend = clamp((blendMap - vBlend) * 1000.0, 0.0, 1.0);
35 | //lowp float blend = step(blendMap, vBlend);
36 | color.rgb = mix(color.rgb, color2.rgb, blend);
37 | #else
38 | color.rgb = mix(color.rgb, color2.rgb, vBlend);
39 | #endif
40 |
41 |
42 |
43 | #ifdef LIGHTMAP
44 | lowp vec4 lightmap = texture2D(LightMapSampler, vCoord1);
45 | color *= lightmap * lightmapFactor;
46 | #endif
47 |
48 | #ifdef CG_FOG
49 | color.rgb = mix(color.rgb, fogcolor.rgb, fogFactor);
50 | #endif
51 |
52 | #ifdef GAMMA
53 | color.rgb *= color.rgb;
54 | #endif
55 |
56 | color.rgb += sunFactorA;
57 |
58 | gl_FragColor = color;
59 | }
60 |
--------------------------------------------------------------------------------
/shaders/glsl/common/common_shader_2.glsl:
--------------------------------------------------------------------------------
1 | #define TEXTURE_1D 0
2 | #define TEXTURE_2D 1
3 | #define TEXTURE_3D 2
4 | #define TEXTURE_CUBE_MAP 3
5 | #define TEXTURE_RECT 4
6 |
7 | #ifndef TEXTURE_TYPE
8 | # define TEXTURE_TYPE TEXTURE_2D
9 | #endif
10 |
11 | #if GL_ES && TEXTURE_TYPE == TEXTURE_3D && !defined(GL_OES_texture_3D)
12 | # undef TEXTURE_TYPE
13 | # define TEXTURE_TYPE TEXTURE_2D
14 | #elif GL_ES && TEXTURE_TYPE == TEXTURE_3D
15 | # extension GL_OES_texture_3D : enable
16 | #elif GL_ES && TEXTURE_TYPE == TEXTURE_RECT
17 | # undef TEXTURE_TYPE
18 | # define TEXTURE_TYPE TEXTURE_2D
19 | #elif TEXTURE_TYPE == TEXTURE_RECT
20 | # extension GL_ARB_texture_rectangle : enable
21 | #elif GL_ES && TEXTURE_TYPE == TEXTURE_1D
22 | # undef TEXTURE_TYPE
23 | # define TEXTURE_TYPE TEXTURE_2D
24 | #endif
25 |
26 | #if TEXTURE_TYPE == TEXTURE_3D
27 | uniform lowp sampler3D texture;
28 | #elif TEXTURE_TYPE == TEXTURE_CUBE_MAP
29 | uniform lowp samplerCube texture;
30 | #elif TEXTURE_TYPE == TEXTURE_RECT
31 | uniform lowp sampler2DRect texture;
32 | #elif TEXTURE_TYPE == TEXTURE_1D
33 | uniform lowp sampler1D texture;
34 | #else
35 | uniform lowp sampler2D texture;
36 | #endif
37 |
38 | #if TEXTURE_TYPE == TEXTURE_3D || TEXTURE_TYPE == TEXTURE_CUBE_MAP
39 | varying mediump vec3 vCoord0;
40 | #else
41 | varying mediump vec2 vCoord0;
42 | #endif
43 |
44 | void main()
45 | {
46 | #if TEXTURE_TYPE == TEXTURE_3D
47 | gl_FragColor = texture3D(texture, vCoord0);
48 | #elif TEXTURE_TYPE == TEXTURE_CUBE_MAP
49 | gl_FragColor = textureCube(texture, vCoord0);
50 | #elif TEXTURE_TYPE == TEXTURE_RECT
51 | gl_FragColor = texture2DRect(texture, vCoord0);
52 | #elif TEXTURE_TYPE == TEXTURE_1D
53 | gl_FragColor = texture1D(texture, vCoord0.x);
54 | #else
55 | gl_FragColor = texture2D(texture, vCoord0);
56 | #endif
57 | }
58 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_19.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | uniform samplerCUBE CubeMapSampler;
4 | uniform sampler2D GeneratedWaterNormals;
5 |
6 |
7 |
8 | uniform float4 fogcolor;
9 |
10 | uniform float3 sunFactorA;
11 |
12 | uniform float3 downColor;
13 | uniform float3 horizonColor;
14 |
15 | void main(
16 | float2 vCoord : TEXCOORD0,
17 | float4 vDebug : TEXCOORD4,
18 | float3 vEyeDirection : TEXCOORD6,
19 | float vFogFactor : TEXCOORD9,
20 | float4 vPosition : TEXCOORD2,
21 | float4 vEyePosition : TEXCOORD5,
22 | float4 vBaseColor : TEXCOORD3,
23 | float4 out gl_FragColor : COLOR
24 | ) {
25 | float3 eyeDirection = vEyeDirection;//normalize(vEyePosition.xyz - vPosition.xyz);
26 |
27 | float4 color = vBaseColor;
28 |
29 | //normal.z=-normal.z;
30 | #ifdef LOW_WATER
31 | float3 normal = tex2D(GeneratedWaterNormals, vCoord*1.6).xzy * float3(2.0,2.0,-2.0) - float3(1.0,1.0,-1.0);
32 |
33 | float3 reflection = eyeDirection - normal;
34 |
35 | float reflectionAmount = normal.x + normal.y + normal.z;
36 | float d = max(0.7,normal.x + normal.y + normal.z);
37 | float4 reflectedColor = float4(float3(d*0.8,d*0.9,d),1.0);
38 |
39 | color *= reflectedColor;
40 | #else
41 | float3 normal = tex2D(GeneratedWaterNormals, vCoord).xzy * float3(2.0,2.0,-2.0) - float3(1.0,1.0,-1.0);
42 | float3 reflection = reflect(eyeDirection, normal);
43 |
44 | float reflectionAmount = min(1.0 - dot(eyeDirection, normal), 0.90);
45 | reflectionAmount *= reflectionAmount;
46 | reflectionAmount *= reflectionAmount;
47 | float4 reflectedColor = texCUBE(CubeMapSampler, reflection);
48 | reflectedColor *= reflectionAmount;
49 | color += reflectedColor;
50 | #endif
51 |
52 | #ifdef CG_FOG
53 | color.xyz = lerp(color.xyz, fogcolor.xyz, vFogFactor);
54 | #endif
55 |
56 | color.rgb += sunFactorA;
57 |
58 | gl_FragColor = color;
59 | }
60 |
--------------------------------------------------------------------------------
/shaders/common/common_shader_1.cg:
--------------------------------------------------------------------------------
1 | // profile sce_fp_psp2
2 |
3 | uniform sampler2D texture0;
4 | uniform sampler2D texture1;
5 | uniform float threshold;
6 | uniform float bloomFactor;
7 |
8 | uniform float2 texelSize;
9 | uniform float2 invert;
10 | uniform float infraLinesFactor;
11 |
12 | uniform float random;
13 |
14 | float4 screen(float4 a, float4 b) {
15 | return b + (a * (1.0-b));
16 | }
17 |
18 | void main(
19 | float2 vCoordSource : TEXCOORD5,
20 | float2 vCoordDecimated : TEXCOORD4,
21 | float2 vCoordBlur0 : TEXCOORD0,
22 | float2 vCoordBlur1 : TEXCOORD1,
23 | float2 vCoordBlur2 : TEXCOORD2,
24 | float2 vCoordBlur3 : TEXCOORD3,
25 | float4 gl_FragCoord : WPOS,
26 | float4 out gl_FragColor : COLOR
27 | ) {
28 | float color = tex2D(texture0, vCoordSource).r;
29 |
30 | float blur = 0.0;
31 | #ifdef BLUR
32 | float4 b = float4(tex2D(texture1, vCoordBlur0).g,
33 | tex2D(texture1, vCoordBlur1).g,
34 | tex2D(texture1, vCoordBlur2).g,
35 | tex2D(texture1, vCoordBlur3).g);
36 |
37 | blur = dot(float4(0.25),b);
38 |
39 | float line = 0.5;
40 | #else
41 | float line = 1.0;
42 | #endif
43 |
44 | // Horizontal lines in screen
45 | #ifdef LINES
46 | line = min(0.5,fmod(gl_FragCoord.x,2.0)*0.5+infraLinesFactor);
47 | #endif
48 |
49 | // Initial level
50 | float level = blur + color * line;
51 |
52 | // Noise
53 | #ifdef NOISE
54 | float2 co = vCoordSource;
55 | float r = random;
56 | float2 seed = co+r;
57 | float2 d = float2(12.9898,78.233);
58 | float rand = frac(sin(dot(seed ,d)) * 43758.5453);
59 | float noise = rand * 0.14 - 0.07;
60 | level += noise;
61 | #endif
62 |
63 | // Negative
64 | //level = invert.x + invert.y * clamp(level, 0.0,1.1);
65 | #ifdef INVERTED
66 | level = 1.0 - level;
67 | #endif
68 |
69 | #ifdef TINT
70 | float4 tint = float4(0.90, 1.00, 0.96,1.0); // Tint
71 |
72 | gl_FragColor = level * tint;
73 | #else
74 | gl_FragColor = float4(level);
75 | #endif
76 | }
77 |
--------------------------------------------------------------------------------
/shaders/glsl/common/common_shader_19.glsl:
--------------------------------------------------------------------------------
1 | uniform samplerCube CubeMapSampler;
2 | uniform sampler2D GeneratedWaterNormals;
3 |
4 |
5 | varying mediump vec2 vCoord;
6 | varying mediump vec4 vDebug;
7 | varying highp vec3 vEyeDirection;
8 |
9 | uniform lowp vec4 fogcolor;
10 | varying lowp float vFogFactor;
11 |
12 | uniform lowp vec3 sunFactorA;
13 |
14 | uniform lowp vec3 downColor;
15 | uniform lowp vec3 horizonColor;
16 | varying highp vec4 vPosition;
17 | varying highp vec4 vEyePosition;
18 | varying lowp vec4 vBaseColor;
19 |
20 | void main()
21 | {
22 | highp vec3 eyeDirection = vEyeDirection;//normalize(vEyePosition.xyz - vPosition.xyz);
23 |
24 | lowp vec4 color = vBaseColor;
25 |
26 | //normal.z=-normal.z;
27 | #ifdef LOW_WATER
28 | mediump vec3 normal = texture2D(GeneratedWaterNormals, vCoord*1.6).xzy * vec3(2.0,2.0,-2.0) - vec3(1.0,1.0,-1.0);
29 |
30 | mediump vec3 reflection = eyeDirection - normal;
31 |
32 | mediump float reflectionAmount = normal.x + normal.y + normal.z;
33 | mediump float d = max(0.7,normal.x + normal.y + normal.z);
34 | lowp vec4 reflectedColor = vec4(vec3(d*0.8,d*0.9,d),1.0);
35 |
36 | color *= reflectedColor;
37 | #else
38 | mediump vec3 normal = texture2D(GeneratedWaterNormals, vCoord).xzy * vec3(2.0,2.0,-2.0) - vec3(1.0,1.0,-1.0);
39 | mediump vec3 reflection = reflect(eyeDirection, normal);
40 |
41 | mediump float reflectionAmount = min(1.0 - dot(eyeDirection, normal), 0.90);
42 | reflectionAmount *= reflectionAmount;
43 | reflectionAmount *= reflectionAmount;
44 | lowp vec4 reflectedColor = textureCube(CubeMapSampler, reflection);
45 | reflectedColor *= reflectionAmount;
46 | color += reflectedColor;
47 | #endif
48 |
49 |
50 |
51 |
52 |
53 |
54 |
55 | #ifdef FOG
56 | color.xyz = mix(color.xyz, fogcolor.xyz, vFogFactor);
57 | #endif
58 |
59 | color.rgb += sunFactorA;
60 |
61 | gl_FragColor = color;
62 | }
63 |
--------------------------------------------------------------------------------
/source/reimpl/time64_config.h:
--------------------------------------------------------------------------------
1 | /* Debugging
2 | TIME_64_DEBUG
3 | Define if you want debugging messages
4 | */
5 | /* #define TIME_64_DEBUG */
6 |
7 |
8 | /* INT_64_T
9 | A 64 bit integer type to use to store time and others.
10 | Must be defined.
11 | */
12 | #define INT_64_T long long
13 |
14 |
15 | /* USE_TM64
16 | Should we use a 64 bit safe replacement for tm? This will
17 | let you go past year 2 billion but the struct will be incompatible
18 | with tm. Conversion functions will be provided.
19 | */
20 | /* #define USE_TM64 */
21 |
22 |
23 | /* Availability of system functions.
24 |
25 | HAS_GMTIME_R
26 | Define if your system has gmtime_r()
27 |
28 | HAS_LOCALTIME_R
29 | Define if your system has localtime_r()
30 |
31 | HAS_TIMEGM
32 | Define if your system has timegm(), a GNU extension.
33 | */
34 | #define HAS_GMTIME_R
35 | #define HAS_LOCALTIME_R
36 | #define HAS_TIMEGM
37 |
38 |
39 | /* Details of non-standard tm struct elements.
40 |
41 | HAS_TM_TM_GMTOFF
42 | True if your tm struct has a "tm_gmtoff" element.
43 | A BSD extension.
44 |
45 | HAS_TM_TM_ZONE
46 | True if your tm struct has a "tm_zone" element.
47 | A BSD extension.
48 | */
49 | //#define HAS_TM_TM_GMTOFF
50 | //#define HAS_TM_TM_ZONE
51 |
52 |
53 | /* USE_SYSTEM_LOCALTIME
54 | USE_SYSTEM_GMTIME
55 | Should we use the system functions if the time is inside their range?
56 | Your system localtime() is probably more accurate, but our gmtime() is
57 | fast and safe.
58 | */
59 | #define USE_SYSTEM_LOCALTIME
60 | /* #define USE_SYSTEM_GMTIME */
61 |
62 |
63 | /* SYSTEM_LOCALTIME_MAX
64 | SYSTEM_LOCALTIME_MIN
65 | SYSTEM_GMTIME_MAX
66 | SYSTEM_GMTIME_MIN
67 | Maximum and minimum values your system's gmtime() and localtime()
68 | can handle. We will use your system functions if the time falls
69 | inside these ranges.
70 | */
71 | #define SYSTEM_LOCALTIME_MAX 2147483647
72 | #define SYSTEM_LOCALTIME_MIN -2147483647
73 | #define SYSTEM_GMTIME_MAX 2147483647
74 | #define SYSTEM_GMTIME_MIN -2147483647
75 |
76 |
--------------------------------------------------------------------------------